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Ein Übersetzungsproblem melden
I'm gonna try running a main defensive line of treekin/treemen supported by the armor piercing archers and some wild riders.
I'm thinking like this:
1 treeman lord
4 glade guard with ap arrows
4 shielded wild riders
1-2 dragons or great eagles to harass arty
Rest treekin or treemen
Yeah its funny to read that but i think thats really cool. Because of those people the WE wont get a Nerf next time. The only battle i have a hard time with is Siege Battles. Cant do much until the door is open. (Other then shooting Units up the wall)
If i would be a Dev for this game i would Nerf the Woodelfs to the ground. Its the only faction where i can take out 2 full stack Armies + Garnision units without losing one single unit on very hard. Thier playstyle and units (Most of them) are so OP. And its not THAT Much of micromanagement you need. There are just some simple rules to follow. Dont make Duels with your archers against enemy Ranged units. (Clear them with Eagles or better Wild Riders)
Support your Infantry with your Ranged units.
Dont have more then 5 Ranged units in one army. (Yeah they are woodelves. Still Archers alone will not win your game)
Dont play them like a Ranged heavy Dwarf army. You cant just sit there have your archers on autofire and block the enemy army with some Infantry.
Wild Riders are your best unit.. they can make 300+ kill easy every battle. (One of them)
Ethernal Guard can tank alot for tier1 units but do no damage. Im not a big fan of them. I usualy use Treekin for tanking stuff. Since they can kill those units they tanking. (And Dryards with Researched upgreat in the early game)
Eagle Riders are great to enage at the start of the battle to weaken enemy Infantry or hunt down enemy Light Cav.. As soon the enemy infantry gets in archer range they get even more weakened. (You just need them to stay away from enemy Archers)
Usualy the Wild Riders are done with the enemy Ranged units in the time the enemy Infantry chaged your Infantry and now they can charge in the back of the Enemy.
You got armor breaking for Heavy units, Hard hitters for light units, Flying units for fast units massive tanks in form of Treeman -kin. (wich can be healed like hell)
Economy: Again .. dont play them like Dwarves. You cant just build some Buildings and be fine forever. You might have noticed you get alot more Gold by Razing Citys as other Factions. (Beastman aside) so Raze the Town.. get your 14-20k and rebuild it for 4,5k. Do that every round and you are at 100k in a couple of turns. Btw Citys at the Coast are importent too for the Port money.
This army is so OP. But please keep telling everyone they are useless. :)
Good rundown, another thing I found that';s really important is that guys tip. I used that and I'm doing way better, just go after the other elves first.
Also I really don't think eagle riders are useful at all. I'd rather another wild rider or even a glade rider.
In fact all WE melee specialist aside from spirits have WS of 5-6. Meaning on paper they should have pretty high melee atack and defense value in this game. BUT THEY DO NOT. Makes me kinda sad to see a unit of eternal guard struggling to beat an empire spearmen.
Also it is kinda weird to see wild riders using asrai spears but not getting AP and AL properties. I am also pretty sure Glade riders and Warhawk riders alsop use asrai spear as their go to melee, not just swords.
Thats because your playing SP and Campaign.
I am willing to eat my words now. WE are better than i expected, though i still dont find them amazing. No doubt about it, their missiles are still a meh, and i dont normaly bring them. But their spells, heros and abilities are great.
As in 9 times out of 10 your eternal gaurd will not be eternal, you have to quickly bait and bog the enemy infantry whilst at the same time pulling your archers out to the flanks and mauling the beefier inf with AP arrows or DOUBLE SHOT arrows, you can't expect normal arrows to deal with most other inf, as they say jack of all trades master of none.
Hopefully before hand you got your redneck stag riders to mess up/distract their raged units as well otherwise you are gunna take unnecessary casualties trying to mop them up.
Also running with 3, 20 stacks is easy, just make sure you have a good ally with +10 amber so you can confed with ONE other Welf faction for mad wino dosh.
http://imgur.com/a/7etVH
I'm so used to micromanaging that they're like my bread and butter but I still have issues with them. They're supposed to have speed but they can't walk or run faster to flank other armies. With this issue there's a lot of chance in these comments that some people who are 'experts' are merely playing on easy. Try surviving with the elves past turn 21!