Eador. Masters of the Broken World

Eador. Masters of the Broken World

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Aramazon Jun 9, 2016 @ 8:46am
Tier 1 Units
Is there a viable strategy that involves units other than the standard healer with sword/pike/barb?

I've been trying to play with bandits, and while I appreciate the cheapness, they die pretty darn quickly. Mixing them with healers probably won't work...which takes me to another point...is it even possible to play without the healer unit?

I'm playing on expert difficulty, so I'm hoping for expert difficulty and up tactics.
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Showing 1-15 of 21 comments
HissaH Jun 9, 2016 @ 8:59am 
I had a little luck with tough evil units (orcs, barbarians, thugs) and healing spells.
Ranged army is another option, because of no damage taken.
And finally undead, with high level necromancy they 'heal' very quickly.
Foo2 Jun 9, 2016 @ 9:20am 
Bandits and thieves are cheap and useful for conquering first ring provinces at higher level. With commander and healing spells you can keep them alive longer. Healing ritual also helps. Eventually, there usefulness runs out, but by that time and with some luck, you should be able to hire a harpy or gargoyle in your army. If not available I switch to thugs if I want to play evil, they don't reduce loot. Shaman backup is nice for dealing with pesky skeletons especially if you have mandrake. Shaman curse spell is really great. After some 20 turns the commander defense and offense ability make evil units more survivable especially against range attack. Then it is possible to play without healer and use commander for healer. But yes, first 20 turns or so are tough to be evil and you will lose some units.
Last edited by Foo2; Jun 9, 2016 @ 9:21am
Kalistri Jun 9, 2016 @ 3:15pm 
Originally posted by Aramazon:
Is there a viable strategy that involves units other than the standard healer with sword/pike/barb?

I've been trying to play with bandits, and while I appreciate the cheapness, they die pretty darn quickly. Mixing them with healers probably won't work...which takes me to another point...is it even possible to play without the healer unit?

I'm playing on expert difficulty, so I'm hoping for expert difficulty and up tactics.

The first thing I'll say is that it's possible in overlord to go without a healer if you play wizard and swordsmen with the holy school of magic. The extra swordsman means more stamina to go around, and an extra swordsmen to hit things with. Also with healing spells you don't have to worry so much about keeping your units in range of the healer. I think it should be possible to do that with other class types, but I can't say I've actually done it.

The second thing I'll say here is that with a secondary or tertiary hero, if you have a bit of gold to splash around, you can kit them out nicely and a strong enough hero will make up for the weaker units. This demonstrates that with a strong enough hero, you can use weaker units.

So in theory I'd say that if you can use the extra money from cheaper units to get yourself some equipment, it might work out. I've tried out a few different ideas that look kinda promising, if I can iron out the kinks, but I often end up just restarting the shard and going back to strategies that I know will work. (Partly to get revenge against the AI, and partially for the sake of comparison with the experiment.) It's possible that these experiments don't work out because I just don't know how to play them properly yet.

One thing I've tried is playing with a scout and spearmen, taking advantage of the heavy ammo from spearmen to drop ranged defense so my scout can drop the enemies. At the start of a shard it is possible to do okay with the fights near the captial at least, if you can get to the carpenter shop and upgrade your bow and arrows, and maybe get a crossbow. The trouble is actually getting enough gold to get to that shop.

Obviously later in the campaign this is peasy. All you need to do is use astral energy to buy enough buildings and give yourself enough gold so that you can get to the carpenter's shop. You could even transfer a hero hero to make this happen. However, I've been trying to see if I can figure out something for custom shards.

The first thing that I've been trying is taking out one or two provinces at the start (sometimes I lose some of my army in the process) and plundering them into the ground for the gold. It works, but I feel like it's a bit too slow in terms of leveling your hero. It could be that there's some variation of this method that will work, but I just haven't figured it out yet. One thing I need to test a bit more is building a school of wizardry for the magic coffer ritual.

The second thing I've been trying is just going into fights and letting the spearmen get killed, then buying new ones. In theory, as you level up, you'll eventually get to the point where your spearmen die less, and eventually stop dying at all. I haven't tested this much just yet and there's still a few things to try. I've been putting units in garrison to heal so far, but I've been thinking that maybe I should be dismissing them. Maybe at some point it'd be worth it to garrison units, but by that time maybe you'd have rituals for that instead.

Tactically speaking, this plays quite differently from how you'd play defensive units like swordsmen. I've even found that I can do some fights a lot earlier with this army compared to when I'd do them with swordsmen, like barbarians, where you can take out the shaman before it starts firing on your troops, or orcs, where you can get a lot of shots off before they reach you because they're slow. So yeah, it's been taking me a while to adjust to the different style of play, and a big part of the difficulty in figuring out what's right for these strategies is the feeling that I'm not making the best use of these units tactically, which in turn makes me question details of the strategy, like maybe it'd be better to have a different set of spells for instance.

Another thing about this is that at first I was trying to fit a healer into the army, and I'm still trying that from time to time, but I'm pretty sure that it doesn't even work. So yeah, if you want a strat that doesn't play with a healer, then maybe have a go at this.

Oh one more thing... have you seen Nofair Fight's youtube series? I haven't gotten around to watching it all, but I think he was playing with a warrior, some crossbowmen and the slinger that you start with. Pretty sure it was on overlord. So yeah, that's something different again.
Last edited by Kalistri; Jun 9, 2016 @ 8:51pm
Praylak Jun 10, 2016 @ 9:27pm 
Good post Josh, gave me some idea's, thanks.
Last edited by Praylak; Jun 10, 2016 @ 9:27pm
Aramazon Jun 10, 2016 @ 11:13pm 
I'm definitely playing Eador Genesis, but this forum seems more alive. I tried finding some stuff on the Russian forums, but google translate is pretty sparse. Are there any great strategy discussions in English anywhere?
Aramazon Jun 11, 2016 @ 8:07pm 
I gotta share this because it was awesome! It's this kind of gameplay that makes Eador easily one of the best games in existence.

So I tried a commander with swordsman start and I found that the swordsman were absolutely too expensive. I changed gears quickly by pillaging my home province and then building the bandit lair. The bandits were an easy disposable source of fighting power for my commander. I figured I would use them and then switch to swordsman once I had a foothold. Well imagine this...I found some orcs next door and offered them an alliance. I suppose my pillaging and bandits had made me evil enough that I could actually pursue the deal. All they wanted was 150 gold worth of pillaging. So I pillaged my home province and a neighboring province and quickly solidified the deal. With the exception of the iron cost, the orcs themselves were very cheap. I quickly fielded tough armies of orcs and bandits. Once I got iron they only cost 15 gold each with 3 gold upkeep. That's insane for units as tough as orcs. Plus once I built their third building, I started receiving ~300 gold in raiding spoils from the horde every once in a while. As the game went on my commander gained a lot of higher tier slots and I was sad that I couldn't utilise them (3rd shard in the campaign). Anyways, I got an event with harpies wanting revenge in one of my provinces. I quickly sent my second hero to scout that province until I found the harpy nest. Pretty soon I had a lvl 10 commander with 5 harpies and 5 orcs.

This party has to be the most powerful early game setup I can imagine. I quickly wiped out Einor and had no problems dealing with the adventurer's guard at his capitol. Normally, I level a bit more with other heroes before attacking adventurer's guards. Also, the harpies were insane with the commander. I had level 3 offensive tactics and the general promotion. That's +3 attack just from the general. Add to that a few level ups and high morale from kills and I had several harpies with 18-20 attack by the last battle on the shard. It was so cool to fly over the approaching enemy army and then sandwich them between the orcs for some armor removal and the harpies for amazingly damaging blows.

Orcs and harpies gets my official seal of awesome!
HissaH Jun 12, 2016 @ 4:16am 
So how did you manage health?
Aramazon Jun 12, 2016 @ 7:37am 
Many orcs were bought. Plus I used the healing chalice whenever I could.
Kalistri Jun 13, 2016 @ 7:08pm 
Originally posted by Aramazon:
Many orcs were bought. Plus I used the healing chalice whenever I could.

So does that mean you had to replace dead orcs from time to time?
Aramazon Jun 13, 2016 @ 7:21pm 
Yeah. I feel like not using the barbarian healer start makes losing units almost impossible. It's sort of refreshing to not worry too much about unit loss because it's a cheap replacement. It forgoes the tactician point bonus, and you miss out on having veterans...but ah well.
Red Bat Jun 14, 2016 @ 10:03pm 
On higher difficulties the standard Healer + Swordsmen strategy is often too impractical to start out with, at least in Genesis.

Bandits are very cheap and are powerful for their cost. Their downside of reducing income isn't typically a problem until around the time you've conquered the first ring. If they die it's not a problem as they are pretty easily replaced, unlike the better tier 1 units like Swordsmen. If you have a bad start on the harder difficulties, Bandit's might be your only real option. Just focus on replacing them with something better once income isn't a problem for you anymore. Barbarians are kind of like that, but are stronger, and are a better choice when your start isn't desperate.

You can also disregard the healer completely if you find one of those locations that lets you recruit Fairy units. Which seem to be quite common.
Kalistri Jun 15, 2016 @ 2:28am 
Originally posted by Hail Hydra:
On higher difficulties the standard Healer + Swordsmen strategy is often too impractical to start out with, at least in Genesis.

I play swordsmen + healer all the time on overlord with a wizard. In fact, I'd say it's the easiest way to play wizard. However, I have found that swordsmen are a bit too expensive if you're playing with other classes because they all have higher command and need gold for buying/reparing equipment.
Red Bat Jun 15, 2016 @ 9:38am 
Originally posted by joshuawhere:
Originally posted by Hail Hydra:
On higher difficulties the standard Healer + Swordsmen strategy is often too impractical to start out with, at least in Genesis.

I play swordsmen + healer all the time on overlord with a wizard. In fact, I'd say it's the easiest way to play wizard. However, I have found that swordsmen are a bit too expensive if you're playing with other classes because they all have higher command and need gold for buying/reparing equipment.
Been a while since I played this, but I think the Wizard get's one less troop at start, so he's not breaking the bank trying to maximize his early game power. You still face the problem where you have to play pretty much perfectly though because replacing a swordsman is rarely financially viable in the first few turns. In Genesis you can't reload a save without backing up the data or using the ingame "back in time" feature, so you have to play more carefully, which usually means easily replaced troops.
Kalistri Jun 15, 2016 @ 8:29pm 
Originally posted by Hail Hydra:
Originally posted by joshuawhere:

I play swordsmen + healer all the time on overlord with a wizard. In fact, I'd say it's the easiest way to play wizard. However, I have found that swordsmen are a bit too expensive if you're playing with other classes because they all have higher command and need gold for buying/reparing equipment.
Been a while since I played this, but I think the Wizard get's one less troop at start, so he's not breaking the bank trying to maximize his early game power. You still face the problem where you have to play pretty much perfectly though because replacing a swordsman is rarely financially viable in the first few turns. In Genesis you can't reload a save without backing up the data or using the ingame "back in time" feature, so you have to play more carefully, which usually means easily replaced troops.

I've played it on Genesis too. I wouldn't say that you have to play perfectly, but I do make a point of not losing units for a while, at least until you get enough positive income to replace them quickly. Which is usually somewhere in the second ring, I'd say (provided you don't give out medals, which I usually don't until I have enough income to support it). With a healer and all the spells you have at your disposal, keeping swordsmen alive at least that long should be easy enough. Usually I never lose a unit for the entire shard. I'd say that for a wizard cheaper units are more difficult because you have too few command slots, so you don't have the numbers that other heroes have, and you don't join the battle like other heroes. So the units you have need to be really strong. I've managed to get by with weaker units, but I find that they die often enough that it's probably less expensive to pay the upkeep for swordsmen, and when I make mistake, it almost always results in a unit dying, which often then turns into the entire army dying.

I guess when I think about it, if you've been successfully playing wizard with cheaper units like bandits, then you've probably been making better use of them than I ever have, and I could probably learn something from you. However, swordsmen + healer has always worked really well for me.
Last edited by Kalistri; Jun 15, 2016 @ 8:30pm
JackofSpades Jun 16, 2016 @ 8:04pm 
If you're lucky enough to get yourself an elf alliance and your economy is stable enough, I usually toss all my tier 1 units aside and spam the T1 slot with elves. They're fragile but the ones that survive enough battles will wreck a lot of units the game thows at you since they can recieve armor-ignoring promotions.

Oh and if you've got decent diplomacy (and maybe good karma?) you can recruit fairies at a fairy tree if you ever come across one. They don't start with healing but they get it after a promotion or two. I don't remember how much more expensive they are compared to healers but they're leagues better than the standard tier 1 healers.
- Floating means they're much more mobile than healers
- Once they can heal they can do so at a range of 3 which is a much safer distance than 1
- Better missile resistance than healers means they don't get sniped as easily
- A MAGIC (but weak) ranged attack to lend a tiny bit more support against certain enemies
Last edited by JackofSpades; Jun 16, 2016 @ 8:10pm
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Date Posted: Jun 9, 2016 @ 8:46am
Posts: 21