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I find the traits are a good starting point to base the lords build on, like if he has +leadership for example, I'd do a hold the line/leadership aura type of build.
Well since the traits are random, I typically just go off of what I'm given and make the most of it.
Blood feud: I'm not crazy about it, the bonuses only affect the lord. Who already has high Melee attack and Leadership to begin with.
Charasmatic: Pretty good, leadership aura buffs are always good and they synergize well with all the leadership aura size/strength buffs.
Military Heritage: Decent, the leadership bonus isn't terribly big (+2 versus the +6 you get with charasmatic.) but it does affect the whole army regardless of where the lords aura is which is nice.
Personally I'd take Charasmatic over the other two, but maybe that just comes down to playstyle.
Wizard Lords can pick up supposedly negative traits like maimed arm and get away with it (-6 attack but whole army gets +3 defence, your wizard lord isn't exactly made for fighting).
The aura starting traits are good since they'll stack with traits like confident attacker etc. which will allow the lord's aura to cover an entire army without the need for heroes to fill in the gaps.
Defensive lords who do nothing but sit in provinces need magnanimous to be worth the increased upkeep cost for all armies. Only worthwhile for Bretonnia which doesn't have supply line problems, not my style of play for any other faction.
+5 MA for all units in the army
For non-Chaos, Ugly:
-1 PO
-5 leadership (enemies in local region)
Pair up the ugly lord with heroes that have disfiguring scar (-3 leadership for enemies in local region).
Maimed Arm is also very good. The -6 MA for the lord alone is well worth +3 MD for the entire army.
then i add a hero with asmuch negative effects i can get
i equip the lord with asmany items that give positive effects
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an empire captain with certain traits, can lower enemy leadership within the location. the same empire captain gives his own troops leaderships with hold the line (so we allready make a 9 points difference with the enemy here from -5 to +4)
i then give that same empire captain specific items, to give even more negative effects in battle like the tormenter sword http://steamcommunity.com/sharedfiles/filedetails/?id=917645669 lowering the meelee attack in a radius by a massive -34 AND immbobilize them, this is perfect!! the options to complelty shoot the crap out of retreating units with handgunners, or locking units in place and making them hit worse then zombies (meelee attack) is just amazing
give him an extra helm of discord http://steamcommunity.com/sharedfiles/filedetails/?id=917646087 and we have more debuffs! -36 meelee defence, -34 meelee attack and -30 armour.. holy fck insane right?
there are so many items that give such effects, like the sword of bane i believe which lowers meelee attack by -8 for all enemies within range
you just have to be lucky to get such items ^^
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so a buffing lord, with a defuffing hero this works great for gelt and the likes, where the hero can fight the enemy lord with ease
gives the same effect as the net of amyntok "cannot move"
ye i try to allways use such items
1 time i got a rare cloack, that lowered enemy damage resistance by 20%
there are alot of items that gives buffs/debuffs some of which are really strong
You also give him mason and then focus him on auras, so he not only MASSIVELY reduces construction costs, but he buffs up your defending forces, making your territories almost impossible for the ai to attack succesfully.
If your province is fully developed (including walls ofc) you move to the next, you may even conquer with him and build up new provinces quickly in combination with an engineer and the additional 10% from the commandment you can have up to 60% price reduction and more.