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
It's still clearly the weakest of the Witch's summoning rituals though. Especially if you keep getting the frog familiar.
The poisonous mist is devastating. I had to fight against it one game. It's like a pre-battle assassination strike that poisons every enemy. The poison amount is probably random, but it will shred standard recruitment. I had a 60 strong armor of humans, backed up by a couple of mages and some siege. I think there were only 20 androphage behind the walls.
Marshlands is the mirror spell of the Baron's drain swamp. Their t1 priests, friars, can do it. The idea is that the Baron first drained the swamp for a farm, so now the witch is here to reclaim he wikds and reverse the damage. Swamps dwindle and farms boom going from dark age to agricultural, and this fits the narrative. The Baron " games" the wilds for civilization, but this angers the Old Ones. Then the witches strike back on behalf of their Ancient masters to bring "peace" back to the wilds.
The class probably has one of the weakest starts,though. Your fungus is needed for summons and troops. Your spells have poor synergy too. What is the point of charming an enemy you already loaded with 25 points of poison? Between charm and confusion recruits, I lost track of how many would-be converts I had killed by my own poison. They also lack any form of siege (druid can summon it, and TK giants throw boulders). The couple assassination is also randomly targeted, so hits enemy mages less frequently. You also face tough matchups against the warlock, necro, enchanter, and to a lesser extent HC. All 4 are poison immune, and the first three are going to be sleep/charm immune. Worse, a necro can disease/decay your regenerators. Normally, regen trumps decay, but disease halves the regen value. I used that trick with my markgraf vamps to kill off a TK's troll army.
That being said, the witch is truly a powerhouse when she gets rolling,but otherwise suffers a terrible start with a narrow national focus.
I noticed the poison / charm problem too, but compared to the completely useless combat summon spells of the High Priestess, this was nothing.
The Marshlands mirror spell is an interesting background info. Didn't know that.
I have played mainly Baron and then Troll so I was thinking Witch will be hard to play with lots of magic and not intuitive gameplay. I was wrong, I think Witch is very easy to play for new players.
The only problem can be very beginning of the game because there is no gold income and the initial army is weak, just a few archers and spearmen. No, don't rush the nearest town, mine or guarded village! The main resource are fungi here, not gold and not iron. Tag forests and swamps with your color, and secure gold income places only if there is a good opportunity to do this.
Economy
Based on fungi from forests, jungle, swamps. The best season is autumn. The snowy terrain is bad for them. They can be even bough for gold. Iron can be sold.
Recruitable units
Androphag Spearmen, Androphag Archers - if you have gold to spend you can buy them and use. If you have Charm spell you can consider to not use Archers because poison often kills your just captured units.
Androphag Cavalries - fast units for easy short battles where their charge has a decisive matter.
And thats all. No more units.
Recruitable commanders
Androphag Lord - low HP frontliner, that means he is unsuitable for battles with dangerous enemies. But if there are bigger monsters in your army then the Lord will be placed on the flank and he can sometimes avoid risk of fight with dangerous enemy units in that way. This commander probably is mainly for patrolling against weak monsters that stealing your forests and for logistic jobs.
Manflyer - he is rare and he is precious. It is just a level 1 death mage but he unlocks a new resource - Hands of Glory. There is probably only one way to exploit the hands - by summoning lesser undead with Manflyer. He can create his own army of ghosts, some dire wolves, banes, some zombies etc. He has 4 AP so he can do rituals in the same turn he is moving (because his army will have 2 or 3 AP).
Witch’s Apprentice - rare and precious level 1 witch which can be upgraded to level 3. You must have at least one witch to have mushroom income and to summoning monsters to your army. But more witches is always better. Level 3 is expensive and it depends on the map size how many level 3 witches you need, but level 2 should be a standard.
Some other mages - they can appear sometimes and you should have always enough gold to buy them.
Some witchery rituals:
Level 1
Marshlands - I think it is a good idea to turn all farms to swamps.
Minor Summoning - until you don't have access to Major Summoning this is necessary to create some units for your army
Swamp Guardians - it creates weak or stationary units.
Level 2
Major Summoning - probably the most important ritual. If you has weak army you can push 150% more fungi (red slider above) to minimize chance that a summoned monster will attack you. If you has strong army with a lots of archers you are not afraid that the monster will kill you, but that you will kill him instead of charm.
Level 3
Sorry, I have used only one spell once from that level. The monster was big and scary, but it costs me 600 fungi. Then all my witches died when I tried to conquer some cosmic space or something XD. But I won the game because the AI was even more stupid than me and he send his last commander with a weak army to my territory.
Battle magic:
Mainly charms, sleepers and poison. Be ware that mindless monsters can't be charmed. And undead units can't be charmed, put to sleep nor poisoned.
Charm spell is important and I captured a big gryphon, elephant, Creeping Doom, a few unsuccessful summons and many other units.
Death Fungus is actually probably the most useful overall swamp guardian. It consumes corpses to passively reproduce, which not only makes them more dangerous, but also helps keep the corpse piles down when playing against necromancers. The best thing about them, though, is they are forest stealthy, and they cause decay. Most top tier units are immune to poison, but hardly anything is immune to decay, and where poison just does damage, decay is almost a sure kill every time.
That said, you only get the Death Fungus maybe one time in eight? Maybe less, maybe more.
On the other hand, if you're using swamp guardians to keep independents from retaking your swamps and forests, then you want the blue giants. Like you said, they're the most likely to survive when being attacked, so they can defend a square for much longer than the other guardians. So maybe its mosre accurate to say that the Blue Giant is the best early game guardian, while the Death Fungus are the best late game guardian.
Watching a bunch of elementals and purple worms rot to nothing after blundering into a half dozen mushrooms is pretty satisfying though. Summoning five frog familiars in a row, not so much.
Well, yeah... but Swamp Guardians only costs 10-15 fungus to cast, and only a single AP too. It's one of the cheapest summons in the game, and while a lot of the time it will be a bust, those Death Fungus can really put the hurt on an unprepared stack of dudes. True, most of the time, the Death Fungus will get killed by a couple of bears or moose, but sometimes you'll kill an abomination, a gryphon, a giant, or more. Where even the blue giant is completely helpless against undead, or the Enchanter's animated minions, Death Fungus will take down a few of whatever attacks most of the time. Not bad for a very small investment of fungus.
I think the problem is that you assume that Swamp Guardians are supposed to be some sort of powerful blockers who hold the line. They're more of a basic weak situational summon. They give you sight of an area, prevent squares from being taken by a single snake or deer, and can set the odd trap for an army with no acute senses. If they were more reliable than that, they'd be too powerful given their tiny cost. They are the weakest of the Witch's summons, but also the cheapest, so they should be the weakest.