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Great comments sir BUT when you said VERY bad siege class that is a BIG not true.You forgot about Wild Hunt spell sir.All your units just float over the wall lol! = Best siege class in the game.
And I thought this forum was inactive !!!!
First, you guys seem to be playing 1v1 competitive.
I imagine you play on a small 1v1 map which of course has a huge impact on strat I imagine blitzing is 'au menu' ?
How are those tournament organized ? Is it possible to get into a game ?
Ok now for some answers to your posts :
If you are A.D. and he's not then there is simply no way he can compete with your expansion, unless he got extremely lucky and started with 4 farms !
@hiliadan
I wont pretend to know how to play tournament. My only comments are twofold :
1- Shamans and Hunters are backline units. So what do you have in front of them ?
2- Shamans in particular are level 3 unit. How are you going to mass them before you are completely overrun by your opp. Especially on a small map shouldn't you be looking to mass tier I and II units for a quick strike blitzkrieg style ?
Wild Hunt is the last spell of your book. Unless you never siege a city until you have Wild Hunt available, (I'd like to see a game where nobody siege before they reach Tier IV super enchants) you are effectively the worst siege Class in the game.
By the time you have Wild Hunt the game should be pretty much decided...
You can see the current tournament here: https://www.the-battlefield.com/aow3/index.php?page=tourneymain&tourneyid=6
Check the "Rules" section for the settings.
There is also a live MP tournament looking for players here: https://www.the-battlefield.com/aow3/index.php?page=tourneymain&tourneyid=8
Once tournaments are started, you can sometimes pick a seat if a player drops but it's relatively rare.
For a complete overview, I invite you to watch the videos I linked (uploaded up to turn 6 now).
I send Hunters alone, a pack of 4-6 Hunters can take on low level sites and can take most poorly garrisoned cities alone (i.e. most cities in multiplayer :D).
Same for Shamans, I send Shamans and Hunters together. You cannot really send other units with them because they move too fast (40 MP, Free Movement, Swimming, Cave Crawling for Goblins... that's fast). You do not use them to fight big battles against Knights and Giants, you use them to harass your opponent in his lands, when his army is not there. For the big armies, you still need the big animals and your racial units.
Indeed, you don't get Shamans that fast. So I did use T1 for blitzkrieg: Hunters. Their mobility is really key and you need to use it to run around the enemy without giving him the opportunity to catch you. Because in face to face fights, they have no chance against decent armies.
But for me the key point is that AD is very weak late game (Wild Hunt is much much worse than other end game spells IMO) so you really need to take advantage of early and mid game when your mobility, summons and Befriend ability means your army can be a bit stronger and at places where it's not expected.
As you suggested Goblin as the race to go with AD: Those pikeman with lifestealing are good protectors for hunters, for instance.
Unlike most other classes, the AD only needs to research "shaman" and built T1 class building in a town to produce T3 unit. (The other classes need at least their T2 class building).
So producing Shamans is quite fast in comparison.
Nah, not really. If you have spiders and/or flying summons, you can go past walls nearly the same as other classes. And AD can create summons behind Walls.
So, yes, there are other classes that do better in sieges, but it's doable with AD also.
I think you're meant to use racial units AND summons as the bulk of your armies. You can actually afford to do both, because the racials only take gold, and the summons only take mana.
Of course, your racial units will always be inferior to warlord units, but you have access to a lot more tricks---combat spells in particular. Doesn't matter how elite the enemy units are if they can't get to you.
What units to build as archdruid is kind of weird. As humans I found the most success building a bunch of longswordsmen for a while, mixing in summons. The hunters I use more as scouts/observers than real combatants. After that it's a toss-up between trebuchets, priests, and cavalry. Trebuchets are for dealing with walls/closed-off camps, priests are for healing longswordsmen/summons, and cavalry are if I'm being attacked.
Anyway. The point is: don't get too caught-up with summons. You really do end up needing a more balanced force.
Hey Calm, I've necroed it before you so you're forgiven.
If you let live a Warlord and especially a Dread (yikes) all the way to late game then you plly should resign unless you've conquered more than half the map. The point of AD is to strike early, fast and hard. You got ambush units (hunters, more on them later) and you also have a very decent army that you can buff to smithereen with the right spec:
AD is one of 2 (other being Theo) that really makes use of Grey Guard 'Scale of Fortune'. SoF makes the Shaman - beast combo compltely crazy !
I found the best setup to be : Air mastery + Greay Guard :
You stack : Awaken, Savage Fury and Haste on any beast and you get a freight train that can charge at will and gets 50% chance of a crit (on a charge!)
Last time I played AD was with the Vanilla version.
In the latest version, AD has changed a lot !
If you use Elf race then your GOvernance will solve those mana and most importantly CP problem by mid game.
Air mastery also takes care of your biggest problem with Elf race (terrain management) Using Arctic Empire will nullify all those terrain penalties.
You're right however not to use Hunters in your main army... Instead of using them just to scout why not stack 6 of them and have a real commando force that can take poorly defended ennemy cities and ambush roaming units... That will greatly put a dent in your ennemies strike capability and make them defend instead of going after you, leaving you room to grow.
Also, another bonus of going Air is that you have one of the best scout in the game = Zephyr Bird that you can also add in 'beast army' if need be... However you would need to get it early enough to be relevant...
Grey Guard also provide Essence Harvest which is will help your CP in the early going before you can get to 'deity' level with your High Elves
For Heroes, you should go AD (for Savage Fury), Necro (control undead), Mage (control magic being), Theo (morale bonus), and then Warlord (army bonuses)... I personally try to stay away from Rogue (Although it seriously help your siege abilities) and especially Dread...
My thinking has changed since I wrote the above. Or at least grown in nuance, hopefully.
The thing about Druids is you have to change the "scale" of your thinking. The same units act differently at different scales. Up close, Hunters are squishy targets. A little bigger, they are potent ranged attackers. Even bigger, they are slow (before upgrade) archers that can't project power over a battlefield like cavalry can. Even bigger (on the global map, outside of battle) they are unstoppable invisible T1 Shadow Stalkers that laugh at terrain and can avoid detection.
Thinking at the big, slow scale is where Druid play is at. Combat should pretty much be won before it starts, between your crazy growth (Fertile Domain + Henge + Megalith + summons) and your overland mobility (forests, water, flight). You probably have the best ability of any class to set up fights where you outnumber the enemy.
Don't waste your casting points on combat spells, save them all for summoning, and always be summoning. Once you get horned gods, you'll F'up everything. They are the best unit in the game. As a summoning class, you can keep summoning units to your "spearhead" stacks that are going around the map conquering treasure sites, and cities.
Shaman are useful too for their entangle/dispell/primal rage ability. But 1-2 shaman per stack is enough.
Another great thing about playing as high elves, is the +5 casting points you get with great temples. That really helps with summoning.
But summoning has a big advantage over producing in a city: you get to plop the summoned unit anywhere on the map (assuming you have a hero there). You have to move a city produced unit all the way across the map, which takes several turns. So you can often outnumber your opponent where it matters, even if your total number of units is less.
A stack of Horned Gods will whip manicore riders, even with global assault. They'll just keep winning and healing and taking over cities.
But it's not a question of unit or faction balance so much as it is a question of the player being able to use his units better, both in tactical combat and especially on the tactical map.
If that late game warlord managed to exploit his production capacity and economy to maximum possible effeect and have his stacks attack on all fronts, the druid would lose.