Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Bards are recruiters, send them off to do their own thing and feed you soldiers, or put a 6 stack of them seperate from your hero into a fight with valuable enemy units and have them all mass mind control the unit you want.
Assassins are squishy slayers, and most elemental damage users are squishies, letting them demolish the threats to your shadow stalkers with massive movespeed and alpha strike potential.
Succubi are recruiters who scale INSANELY well with ranks. Very strong unit and a cornerstone in my rogue tactics.
Shadow Stalkers have an absolutly astounding eHP vs phys. Last I checked, at gold, they theoretically have 250 hp+ if attacked by phys damage. They're also one of the game's very few frost immune units, countering what is considered to be the best element.
Rogue is a high skill, high reward class. While you may have to really think through your army usage, you will almost always have a larger empire and larger army. You also have the ability to remotely bombard cities with debuffs, the best scouting in the game, and age of deception's glorious mass morale debuff.
Assassins losing Sprint makes them far too prone to retaliation when trying to Backstab, because you can't move and stab in the same turn due to lack of movement points.
Bards get smushed when Charm fails (it rarely gets higher than 50% successrate) - they are left defenseless within melee range of the enemy unit.
Succubi are great - if - they can live long enough to gain ranks. They also suffer greatly when Seduce fails.
Shadow Stalkers are awesome, but in my opinion the only valid Rogue unit.
These troops plus tons of crows (don't be afraid to flock them to fill in the gaps in your army, they soak up arrows like sponges soak water) will suffice to beat most classes and most players in my opinion.
You use a combination of courtesan ambassadors, iron grip (on EVERY city when you can afford it, build shrines/temples early for it), and crows to fuel super expansion and garrisoning of the map. You rush your nearest enemy with rams and supports to take him out and gain breathing space.
As a rogue you win with a larger empire due to expansion speed and a larger economy due to iron grip (and by having the best combat-focused heroes). For spells you take blind, blind, and blind. Blind wins almost everything. Blind their leader and unless they have a support with dispel or a sorcerer hero with it they are DONE casting spells. Blind their treb and it's useless. Blind their longbows, blind their supports. It's ridiculously powerful. Your direct damage spell is fireball, not rain of blades or w/e it's called, most of the time. Always take taunt on your rogue leader/heroes when you can as it's an archer-killer.
The only time you even make rogue units is scoundrels to counter heavy ram spam (or dreadnaughts in general) and shadow stalkers ultra-late game (we're talking turn 35+ here) to kill their physical damage t3/t4's.
Just my .02. Hope it helps.
Btw -- there is one exception -- if you're playing a very aggressive 'fast click' player you can make assassins and set up a 'noob trab' as I've heard it called. Hide them in the forest next to another stack containing weak units and a juicy hero or leader. Put that stack in sight of the enemy and watch him rush to attack it. As soon as he moves next to your army to attack it, click on his attacking force with your assassin stack. Even if he decides to retreat after seeing your army has another army of super assassin ninjas supporting it, your click will happen first every time due to the way the game processes commands. You then annihilate his stack in a 2 v 1 manual battle and proceed to wipe the floor with him. Do not try this against sorcerers as their OP wisp scouts have true-sight (seriously they get all the toys, grrr).
edit: As soon as assassins get sprint or passwall back (probably just passwall) I'd start making then en masse again.
I'm obviously not refering to said poster, but the the trolls.
That makes me sad, lol.
But I'll try it out.
Unfortunately, as you probably know better than I, they no longer posses that ability...
Scoundrels are massively buffed though, and easily break ram tactics over their knees. Do NOT underestimate them for city defense, they can both fire from the walls, and clear rams up instantly.
Assassins aren't just for passwall/sprint tactics. Wolfpack with them. One strikes from one side with assassin's strike to spin the enemy so the other can lethal it from behind with normals. Repeat.
Bards aren't the sort of unit you mass, or even use in direct combat. Just autobattle with them for troops. They're strong, but not in combat, and aren't fun to use.
Succubi are just an awesome unit all in all. Throw curse is such a great utility for controlling who can reach melee on the opening turns as the attacker.
Shadow Stalkers are situationally gods. You need to pair them with other units who can block ranged attackers up. Assassins or Succubi.
Monster Hunters are especially great for this, since they are Armoured n' stuff but Scoundrels are decent as well.
Yeah, Orc Rogue is my preferred combo for this class - Shock Troopers get backstab, Orc Assassins get +5hp making them a bit less squishy. I would only ever put 1 bard in a stack for the morale bonus - I like turning the map into blight which makes units fumble if they don't have an adequate morale level :)
Crows are excellent for scouting out the map fast and grabbing all the loot lying around, I also use them as 'mobile watchtowers' by positioning them in mountains or other hard to reach hexes.
Shadow Stalkers are strong but tbh I don't use them so can't give much of an opinion on them. Maybe use the air magic spells that reduce incoming ranged attack damage.