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Share some tips then, as I would love to play as something different, lol
Very simple
What do i mean by that?
With the Undead there tier 1 "tank" unit are the zombies and you need to build a ?forge? room and at least one of the "forge" buildings (3x3 space) before you can even start to recruit them.
With the demon i totaly forgot the name ?firedemon? maybe? Its the unit you can start to hire when you build at least one demonforge with building. (be careful its the least tanky one)
To narrow it down even more if some people dont understand already which room i mean, its the room where you do your unit upgrades, like for example faster digging speed.
Horde has 1 major advantage, there basic unit is tanky and still does a good amount of damage (Orcs), in mobas you would call him a bruiser.
But even they will die realtivly fast in comparison to there real tank unit (troll) if you dont support them with healers.
Thats THE MAJOR reason why horde feels so much tankier/easy.
But just because horde early is easier does in no way mean the other factions are useless.
Infact, by design a tier 3 army (or better a mix of tier 2 and 3) of undead/demons are slightly stronger then a horde one.
Tips for defending a early dungeon.
Basic
Build your forge room so that it is the first an invading army has to go through that means tanks are the first in combat and can do there job and tank.
Advanced
Do the same like in the basics BUT build at least a 2x2 guardroom in front of the forge room the enemys have to walk over, guard rooms have a expensive 2x2 "building" alarm call/horn. That means when enemys walk over the guard room the alarm will sound and all your units will rush to the guard room to defend your dungeon.
Bonus point for if you build a strong door between the guard room and the forge room.
You can even right click/slap the alarm horn to call all your units there without needing for enemys to walk over the room first.
UNDEAD SPECIFIC
BUILD A PERFECT GRAVEYARD! As fast as you can afford it.
Perfect means a room is surrounded by walls and as soon as you can 1 or more doors depending on how many exits you want/need to have.
Undead can not heal so a dead unit needs to resurrect at the graveyard. And the time before they are available again without a perfect room is way to long.
Its because rooms have a efficiency bar and they are more effective when it is closer to a "perfect" room.
General Tip
Of course the are also traps. And with the right setup. Or with the abuse of mechanics and your economy you can even make your dungeon safe from bards, with traps alone.
Yes you are at a slight disadvantage as demons/undead compared to horde but with your tier 2-3 upgraded units this will change dramaticaly so try to rush for does upgrades if you can.
I know, it sounds easier then it is but its worth it.
I think I have a much better understanding of the demons now, but I'm not sure if their traps are supposed to feel so useless. With orcs you could throw down a couple goo or spike floors under one of the spin traps, and maybe a chest to "lure" them and invaders will get destroyed...either by the chest itself or by the spin trap while they're trying to walk through the area/kill the door. But all the traps I tried with demons either got ignored or disabled.
Honestly the only traps with the orcs I even bothered to use, were the boulders, and the chests, everything else that little bard guy just disabled, lol with the demons I haven't bothered with their traps at all, at least to the second teir, as they're like the orc's initial traps, useless.
With Demons, make sure to take advantage of their shielding spell on your main tank unit as you drop it in to buy even more time for pounding the enemy flat.
Also, keep in mind ranged units tear hard into the massive units like Trolls/Zombies/Ember Demons, and try to knock them down quick so the others can just ping off them and get dead from your massed squad.
As for the Demons, the Spider Nest is pretty powerful Tier 1 trap, but it is useless against armored units (like the Dwarves). The Spiders will tear apart farmers and simple militia, and they can be used as simple meatshields for your main forces if fighting with them.
* * * * *
Overall, the Horde is far easier to play than Demons because Orcs are good at soaking up damage and dishing them out. However, late-game, I feel like Demons have the advantage due to better spells and more deadly T3 units. Early game Demon sucks because nothing can really take hits.
For me, with a pop limit of 15 when playing Demon, I try and go for...
1-2 Shadow (Mines Mana, want to expand population ASAP.)
1 Infested (Builds Spider Eggs, used for traps and structure upgrades.)
2-3 Mistresses (I say "core T1" unit, but later on the T3 Fire Demons will become your mainstay tanks. These girls are glass cannons.)
4-6 Servants (Mining Gold, digging rooms, and so on.)
If you can survive the early game and get out some Spider Egg traps, then one should be fine. It took me a skirmish game to understand how Demons work properly, so feel free to try them out in a Skirmish on one of the "easy maps" (Dam, Old Mines) to figure out what they do. // I got wrecked in Hard difficulty on the Dam map, but reducing it down to Normal and changing my tactics made it far more managable.
= = = = =
In case if you were wondering about my thoughts on the Undead, I do not own that DLC. I simply picked this up from the Humble Bundle for free and sunk in a good 20 hours. It's an okay "Dungeon Management" game and is far closer to Dungeon Keeper than the original Dungeons (which was somewhat entertaining). If one if looking for a pure "Dungeon Keeper" experience, I would reccomend War for the Overworld. Otherwise, I find Dungeons 2 to be enjoyable, and the RTS Overworld mechanic somewhat cool as well.
I had fights in my dungeon where I revived the same unit 3 times while fighting.
Also they may not have healers, but there is many times no need for as vampires and ghouls get life steal when researched.