Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Both, as VC keep a Wight King in yr army and a banshee out and about around it to kill enemy heroes/lords and act as a scout. Stick it back in your main amry if there is going to be a battle. To be honest you should get the max amount of Banshees you can, 4 is a good number. Keep one or 2 roaming about your home lands to harass/kill off would be raiders and invaders and another 2 around your LL army.
I need to balance these out a little more, I think :)
First they are good Fighters.
2nd: They can buff nearby troops. Many heroes got Skills to support the army. Extra damage, extra life, extra defence a.s.o. I usualy have troops near the lord for the extra buffs and the others are near the Hero. Best way for me is it to have a Ranged Lord to hang up with the Archers and a melee hero to charge with the Infantry. Or the other way around.
3rd: Heroes are Mages. Spells are important for Battles. Even if the Direct Damage spells are a bit weak in TW:W The buffs and debuffs are not. They can make the different between win and lose. Having a Healer together with Monsters is awesome (Lore of life Spellwaver and 5 Treeman makes them almost double effective).. and for Vampires healing is a basic concept.
4th: They can have speacial abilitys that is useful for your army. Training to give them Exp every round. Protrection against enemy Heros trying to assasinate your lord, extra healing a.s.o.
I usualy have Some Heroes outside the Army to assasinate enemy heroes or block enemy armies and some heros with the lords (Usualy one) to support the troops.
The only exception to this is that I tend not to have two casters in the same army (maaayyybe if they are different lores of magic) because the winds of magic pool is shared and so often having the second caster doesn't give that much more of a benefit. Thus if my Lord is a caster type I might not bother having a caster hero because it is a little redundant.
The exception to this is Rune Lord/priests who don't use mana and you can cycle their buffs through the battle.
I find hero actions on the campaign map are better for levelling up than embedding them in armies. On the campaign map your heroes can't die bar critical assassinations, but there's a higher risk of them dying in battle
Likewise if I have a dedicated caster lord I'll toss in a combat focused on to fill the gap.
I also add them in if they succeeded with their last action and have that debuff they get for it if I'm about to attack another army or a city or even just to put them in there for raiding purposes.
Their lore of life is awesome can make your Treeman somewhat immortal.
Branchwraith is quite have lore of shadow and lore of life.
Also, clustered heroes is hugely powerful. Only 1-2 units can fight them at a time and per model basis your hero clusters will wipe the floor with those 1-2 units every time, result if played well 4-5 heroes clusterd fighting only 1-2 units at a time can eventually decimate whole armies without breaking a sweat.