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Id do something like Lord, ranged hero, life spellcaster, 6 dancers with spears, 3 dragons, 8 archers. You could go 4 dancers and 10 archers is you really want an archer heavy army but imo it will be slightly less efficient.
Personally totally preferred Durthu elves monster unit are awesome. I found the elves unit tricky to use and to much micro.
For meatshield i use Dryads, they are far much reliable to eternal guards. Their physical resistance are quite reliable and their fear trait is quite useful especially i got glade guards hitting the Ai on the flanks. It will cause a massive rout w/ Ai.
Eternal shield aren't bad for protecting the flanks.
Only thing i found useful w/ the elves unit are Glade riders to force the ai to attack me in the forest but w/ Hawk riders are fine due there tanky.
My composition i have a lot of glade guards w/ poison in early game mix w/ cheaper glade guard.
Dryads as meatshield, Tree Kin for center w/ Durthu and agent. Also have wild rider and hawk rider.
You need 4-6 Wild Riders to clear the enemy Ranged units. Something to tank. I prefer Treekin and Treeman. But Blade Dancers and the other guys with the 2 handed Weapon (Dont know thier name in english) are also nice.
The rest is up to you. I prefer Sisters of Thorn in one Army and Hawk Riders+Dragon in the other army.
Right now i have an Army full of Archers. This army cant never fight alone. They are like a Waargh army for a solid Army.. just following and supporting.
I got a Air Force Army. Lord on Dragon, Spellweaver on Eagle 6 Dragons 4 Geales and rest Hawk Riders. This army doing fine alone. But its far away from an optimal setting.
And i have 3 "normal" Armies. As mentioned above 5-6archers, 6 Wild Riders, 2 Treeman, some treekin and Sisters/Hawk Riders.
I got a Guide to explain why and how:
http://steamcommunity.com/app/364360/discussions/0/1842367319512351998/
my Waystalker always kill 100 + also buff all your ambush party .
Life mage can help Wardancer ,Etheral guard face again Bensigor herd long enough .
1: Pick a glade lord with the Talon special buff for +12% range for his/her army. Then skill into the army melee buffs ASAP
Army composition:
~ 6 Wardancers. With the melee buffs these girls will hold pretty much against anything bar direct anti-infantry units with high MA
~2 Wardancers with Spears. Maybe 4 if you don't like Wildwood rangers. Anti-large is a thing, and they do it well.
~2 Wildwood Rangers. Or 0 if you prefer going full-on Wardancers. They're worse in direct slugfests than the wardancers with spears, but they're better at wrapping around and hitting guys in the back.
That's your mainline there. Wardancers get a lot done and will win some matchups on their own.
Follow them up with between 4 and 6 Glade Guards with a mix of poison and fire/AP arrows, nobody uses stock arrows, they're bad crossbowmen. These guys are here only to whittle down enemy numbers or do a wraparound to a flank. Poison-arrow ones can do a fair bit of ranged-duelling if needed too.
That leaves 4-6 specialist units. You'll want 2 to 4 Wild Riders. They're good. Really good at what they do. You can use 2 of these in exchange for the Wildwood Rangers too if you want to be a bit more mobile.
Then the remaining ~2 slots I would recommend either 1 Spellslinger of the life variety for endless healing every single moment of every single dratted battle everywhere and 1 Forest Dragon to ruin the poor AI's day or 2 spellslingers of the life variety with a mod to remove the healing cap on units for ultimate cheese tactics.
Life Mages are Godlike if you combine them with Treeman. I got a Life Mage on a Eagle flying over the Treeman and make them immortal.
Unlike the Undeads Healing, the life mage dont ressurects fallen Soldiers. And heal a Spearman or Archer is a Waste of mana. But Treeman get the full healing.