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Please structure your post better, please.
I must have reread the same part three times(it is hard to tell where one part end and the other begin)
Second: warlord being overpowered is nothing new.
The reason for that is that age of wonders 3 focuses on armies at the expense of everything else.
So natural the class that boost armies is strongest.
(i am based)
Third.
I see two counters to your stratagy:
1: hit your economy, moral, cities etc.
Yes your troops are powerfull but both rogue and archdruid will just outmanuver you.
Dreadnought has the best defendsive in the game and can simple park there musketeers and cannons on walls turning your units into swiss cheece.
Sorceror in theory could chain lighting you you to death but in pratice chain lighting doesnt hurt that much and is unspammable do to his high cost.
Sorceror will probley stun lock you indefinityl.
2:The biggest weakness i can find in your stratagy is that it relies on numbers.
Numbers mean alot of upkeep.
Take away the means to pay troops seem to be the best way to deal with this.
(Please keep in mind that i am based.)
But I find mysellf Human Warlord as my favourit class. Its an alrounder race, and doesnt suffer from any particular weakness. Its military tree works suprising well for Knight armies (cavalry 50% to exp, All human cav units including heros get +2 damage, all human units get +1 to almost all stats as the final skill on the tree.). So finding an area taht has Enchanted army and grove is awesome. Gives them Fast healing, Free movement and High moral. High moral is very benifical combinded with Scales of Fortune. As I play Grey Guard Master and Expansion which sees my cities grow quick (with a further added farm growth bonus from Greyguard).
I can use the fast growing cities to produce early on plenty of Civic guard defenders, that all come with nets thanks to the Human military tree. That holds me early game until I can get the knights pumping out. If I am low on coin, I just pump out the T2 Cavalry, since they are alot cheaper and faster to build (keeps it at 1 turn) and they evolve later on. If I got the coin to spurge, its straight to T3 Knights. Tho sometimes its worth just mass producing Cavalry while having the wealthy empire bonus counting to Scales of Fortune. Draft, High moral and wealthy empire, thats 500 moral right there. T4 angel buffs another +300, or hero with a bard item is another +300. Sorta get the picture how my T3 knights can even handle T4 ^_~
In response to Ekinmak: The Pillar of the Stylites gives Projectile Resistence but if you had Horned Gods, the Twisting Roots strtegy would work pretty well. Just use a whole lot of Call Lightning.
In response to Malaficus Shaikan: Yes, a Dreadnought on defense with musketeers and cannons would be an incredibly effective strategy. Best way I can think of to break through would be to send a wall of arbredd in first as damage sponges so that the musketeers and cannons are forced to reload and then move my soldiers (those with wall climbing) up onto the walls. fyou had an army of engineers backing your musketters and cannon up thugh, this strategy would be pretty inefficient. Druid would easily defend their cities and could probably beat most attacks beacuse of their defensive spells, particularly if they had chosen Earth adept and had a Flowstone Quarry and/or Crypt nearby. Sorcerer as a stated before could use static shield on any number of their units and if they summoned Eldritch Horrors, well things could easily get ugly for the Warlord.
In response to Noble Tenshi: The Knight Strategy would work well against pretty much every group except for the Phalanx. You could probably solve this by throwing in some Elite ranked Longswordsman with their Guardbreaker ability.
I just took on a 54 - 6 army invading my lands, and won, because I got twisting roots, and a few Horned Gods. I'd have gotten through with zero casualties if not for the jerk getting a critical disjunction, preventing me from healing my men, but that said, the lack of wall-climbing on phalanxes makes them very easy to bottleneck.
Which is why Shadow Stalkers are not OP. Compared to other units in isolation, they are OP. Compared to the synergies available to other classes, well, Rogue needs something to compete.
Love Human's Knights, and Dreads make them cheaper, more armor, and gives them Guns to pick off the Pikemen at range. THen grab Human's Racial Governence +50% and +2 damage to Calv, and it's fun.
THen Spice in the Machines, with their awsome resistances, to handle Seiges/Morale Debuffers, and it's GG
I was watching gameplay of the Tigrans because I don't have the expansion and they look especially strong. Do they have any significant tradeoffs or are they still being balanced?
There's some drawbacks to the Tigrans. I would say they're pretty balanced and not overpowered. The main thing I noticed was that their racial units are a bit more fragile than most. You need to hit hard and strike fast, hopefully killing the enemy before they get to strike back. While pounce helps, that isn't always a realistic strategy, especially for big fights. The AI also seems to do a rather poor job in auto-combat with them, often losing more units than it seems it should. The race as a whole gets +5 gold per city, but -1 resistance and they get a 40% spirit resistance, -20% frost weakness.
Also, their T3 is not my favorite. It's versatile, but it's just not as deadly or fearsome as some of the other races' T3s. It starts with only 60 hp and the ranged attack shoots only in direct lines every second turn with a short range. It's useful, but not as durable or deadly as say, human knights, dwarven firstborn, or orc shocktroopers.
While the Sphinx isn't as powerful in a strait up fight as say a Shock Trooper or Knight, they do have advantages. Their strait line attack is devestating against a tight group of infantry, particularly if you use it to flank them. They're irregulars, not infantry or cavalry and are best if used to eaken an enemy for your main force.