Age of Wonders III

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Tigran Class Synergies, A look at the warlord
So I've been looking around and Experimenting in my own time with Tigrans to see what their best class synergies are. There isn't too much documentation or guides I could find online but I did Find some fairly sweet info by myself in Experimenting

Best/Favorite Combo I've Found So Far:
Tigran + Warlord, Airmaster/Explorer

Explorer Allows much of the warlords early army to be Highly mobilized due to explorer, and you can further capitalize on Monster hunters quite early using Seeker once they're researched.

on a minor note Explorer also adds mild benefits to the tigran Racial T3, The Sphinx, which compliments the warlords highly Physical based damage with a potent fire damage AoE.

Air Adept Does 3 Things for the Tigran Warlord
1. Adds a easily disposable scout summon via the Zephyr Bird (Warlord scouts aren't bad for their job with explorer tacked on, in fact they're quite good, but you could be building bezerkers or monster hunters instead of scouts.)
2. Use of the Seeker Spell to Capitilize on Monster Hunter, Tigran Shredder, And Mounted Archer Damage.
3. Removes the Pain of Holding Arctic Cities as Tigrans only hate arctic climates (This can be furthered with Master)

Your final spec slot is really up to you and your playstyle and what you encounter most, I typically pick air master, and flood the map with arctic (as there are a number of people who hate arctic) and use air elemental summons to augment my physical damage with shocking damage.

So let's talk about Class units and ways to capitalize on your kitties.

Class units for the warlord Gain 4 things from Tigrans:
1. Inflict Bleeding Wounds for your units (Manticores, Mounted Archers and Monster Hunters)
Why is this important? Razor projectiles aren't normally so great, and bezerkers do that anyway, right? Well it gets better! This adds a DoT that deals 4 physical damage each round.

2. Bloodthirsty for your hard Melee Units (Warbreed, Manticores, Bezerkers)
Bloodthirsty Adds +4 damage to any target that is bleeding, that's Right! your hardest hitters can hit even harder!

3. Coup De Grace For Your Units (Phalanx, Monster Hunter)
This is the most useful when you have units that are normal Tigran racial units AND class units, as many Tigran racial units have 'Throw net' allowing you to stop an oponent and gracefully Poke him to death with pointy objects. This adds +5 Damage to any units who are attacking a netted target

4. Pounce. (Bezerker, Manticore)
Pounce is more of a tactical ability, it's use primarily lies within being able to get a good flanking shot on your opponent and then box them in at the front line. Your Unit immediately enters guard after striking for it's normal damage + 3. The additional mobility is nice for your melee units and this allows you to strike with the initiative if your enemy is foolish enough to close in on you.

Racial Governance and how does it buff you?
Usually when playing tigran warlord I aim for the entirely military side of the perks:
You gain:
+1 Physical Damage for your bezerkers, Monster Hunters and Phalanxes
+Sprint for your Bezerkers, Monster Hunters, and Phalanxes
+Double Crit Chance for your Bezerkers, Monster Hunters, and Phalanxes.

But there are some disadvantages to this combo, BUT there are counters.
1. No Healing Support Units
While the warlord isn't reliant on Healing units, it can leave them in a spot of bother during longer drawn out engagements, Tigran combo relies on rapid strikes, ranged attacks, and Overwhelming damage. I.E. Kill him before he kills you
- The first counter is to focus on getting Druid, warlord and Theocrat Heroes, yes you might have to have heroes leading your stacks of 'Cores but it pays off in the end with your higher maintenence stacks requiring less money. Try not to worry about your monster hunters or Mounted Archers.
- The Second Counter is to pick up Creation adept as your final spec slot for additional healing spells.
- Phoenix warrior. Last Stand. You need higher mana output to use these regularly. if you find yourself in trouble focus on building a temple or two and you should be set, they're fairly low mana/cp spells. BUT if you're expanding properly this shouldn't be an issue, even on smaller maps with less treasure sites.

2. Raise Militia
Raise militia may not come off to be all that important a spell, however having a racial irregular spawn in any given city can help you at least fend off creeps and wandering bandits. Your Racial irregular unit is the Cheetah, while this isn't necessarily a bad thing, they are squishy and lack any Ranged attacks. They're best suited to using Sabotage, rushing and scouting. as this can give you aid against Theocrat boxes and Dreadnought Juggernaughts. However the fact that they're so cheap and can be summoned using raise militia can be viewed as a bonus.

3. Mechanical/Magical Units
A good chunk of your damage will rely on your opponents ability to bleed, much of your bonus damage for your higher tier units as a warlord may go away if fighting a Machine, Incorpreal, or Magical force such as from a sorcerer, Dreadnought or Necromancer and will require you to rely more heavily on dealing fire damage and sabatoging using your racial irregulars and normal racial units.

So, What are your favorite Synergies with the Tigrans? Which ones do you like? which ones do you hate?

Have you found something better?
Last edited by FoulSacrament; Aug 7, 2015 @ 7:37am
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Showing 1-12 of 12 comments
TheMasterBlaster Aug 7, 2015 @ 7:58am 
For Tigrans I like to play Rogues and Necromancers.

Tigran Rogue specialty units are formidable in tactical combat. the ability to pounce - flank - and backstab opposing units is like Julius Cesar getting stabbed, and stabbed, and stabbed, and stabbed, in the Senate.

Tigran Necromancers help units have better resistance to spirit damage, which is the Achilles heel of the Necromancer. it's also nice to have Tigran units that are immune to morale penalties like they normally get from certain types of terrain.

either way, Rogue Sphinx or Necromancer Sphinx units are brutal in combat and highly mobile on the strategic map.
FoulSacrament Aug 7, 2015 @ 8:04am 
Originally posted by TheMasterBlaster:
For Tigrans I like to play Rogues and Necromancers.

Tigran Rogue specialty units are formidable in tactical combat. the ability to pounce - flank - and backstab opposing units is like Julius Cesar getting stabbed, and stabbed, and stabbed, and stabbed, in the Senate.

Tigran Necromancers help units have better resistance to spirit damage, which is the Achilles heel of the Necromancer. it's also nice to have Tigran units that are immune to morale penalties like they normally get from certain types of terrain.

either way, Rogue Sphinx or Necromancer Sphinx units are brutal in combat and highly mobile on the strategic map.
I definitely noticed the Spirit resistance when playing a necro, the fire resistance helps too for your ghouls (sunshields and such)

But tigran rogue, I didn't even think about that, you'd be backstabbing all over the place! I might have to try that!
Gloweye Aug 7, 2015 @ 9:05am 
Originally posted by OverHandWizard:
So I've been looking around and Experimenting in my own time with Tigrans to see what their best class synergies are. There isn't too much documentation or guides I could find online but I did Find some fairly sweet info by myself in Experimenting

This is mostly because AoW 3 is a game so varied that the best strategy depends on how everyone thinks and fights their battles - for me, the ideal strategy will be completely different from yours.

As for the Tigrans themselves, I never really liked them, though I think they're good enough as a Warlord - however, you're doubling down on your bleeding/bloodthirsty combo, which might give you a problem against Necro/Dread, as you already so adequately noted.
TheMasterBlaster Aug 7, 2015 @ 9:12am 
Originally posted by OverHandWizard:
Originally posted by TheMasterBlaster:

But tigran rogue, I didn't even think about that, you'd be backstabbing all over the place! I might have to try that!

keep in mind that certain Tigran abilities, like pounce, dont directly combo with backstab. however, Tigran mobility in tactical combat makes it easier for them to position for a backstab attack.
FoulSacrament Aug 7, 2015 @ 9:35am 
Originally posted by jaccovandorpGloweye:

This is mostly because AoW 3 is a game so varied that the best strategy depends on how everyone thinks and fights their battles - for me, the ideal strategy will be completely different from yours.

As for the Tigrans themselves, I never really liked them, though I think they're good enough as a Warlord - however, you're doubling down on your bleeding/bloodthirsty combo, which might give you a problem against Necro/Dread, as you already so adequately noted.

I definitely agree, The game's very good at letting you choose how you fight your battles. I just noticed there hasn't been much solid talk about class synergies with the new Races (Frostlings and Tigrans namely)

But I'm curious, what would be your ideal strategy?

Originally posted by TheMasterBlaster:
keep in mind that certain Tigran abilities, like pounce, dont directly combo with backstab. however, Tigran mobility in tactical combat makes it easier for them to position for a backstab attack.

Indeed, Though I think if pounce combo'd there'd be some abuse. But definitely Invigorate would be very useful.
Stardustfire Aug 7, 2015 @ 1:10pm 
well i find tigran mages godly. the best tigran unit gets even better thnx to the mage researches. the racial T2 support is already potent without that but with that they get beasty.
FoulSacrament Aug 7, 2015 @ 1:21pm 
Originally posted by Stardustfire:
well i find tigran mages godly. the best tigran unit gets even better thnx to the mage researches. the racial T2 support is already potent without that but with that they get beasty.
I assume you're refering to Adding phasing and Stunning to their Mystics? :3
Stardustfire Aug 7, 2015 @ 1:29pm 
yes, phasing is not so great because they get it no matter what at elite, but the rest is a great add, specialy because they dont loose the boni in shapeshift, making them stunning melee monsters.
FoulSacrament Aug 7, 2015 @ 1:30pm 
Originally posted by Stardustfire:
yes, phasing is not so great because they get it no matter what at elite, but the rest is a great add, specialy because they dont loose the boni in shapeshift, making them stunning melee monsters.
That's actually pretty sweet, Do they keep phasing in shapeshift too?
Stardustfire Aug 7, 2015 @ 1:36pm 
they hold all boni from the mage research, because they mage researches only refer that it must be support units, it dosnt matter in what state they are.
FoulSacrament Aug 7, 2015 @ 1:39pm 
Originally posted by Stardustfire:
they hold all boni from the mage research, because they mage researches only refer that it must be support units, it dosnt matter in what state they are.
oh very nice, I wish Sorcerers had more racial bennies, From what i've noticed alot of their bennies come from their summons and heroes being in the stacks of units.
Stardustfire Aug 7, 2015 @ 1:46pm 
well they get 2 for supports, and the more cost intensive brings a lot of handy boni.
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Date Posted: Aug 7, 2015 @ 7:34am
Posts: 12