Warlords Battlecry III

Warlords Battlecry III

Karol13 Apr 6, 2017 @ 10:00am
New races
Gnolls:
- pretty simple building tree (only few upgrades for few units + extra upgrades for werewolves).
- extremely effective late-game strategy: Gnoll magic users, who can cast Armageddon (sadly, the spells requires 100 mana, so you would need to tinker a special strategy just to protect them long enough to allow them get that 100 mana)
As soon you got together 6-10 Gnoll mages, just let them run against enemy base, and before they get slaughtered, quickly cast the spell, 3x Armageddon takes down 90% of all buildings so having more than 6 mages allows you to destoy larger camps.
If you fail to destroy the whole enemy base, just return, let werewolves sacrifice in case they will be hunted, repeat -> probably best strategy (especially as on higher EXP levels, the spell does higher damage and has wider area of effect)

Dragons:
- expensive: that is the first word that I have to use to define this race.
So I have used Merchant and leveled him up a little bit. Still I had problems during the early development, as the Dragons main base needs Stone more than Crystal/Gold. But when I do survive and have buildings allowing dragons or at least drakelings (who require stone - which is usually my weak point of the strategy) , this race may show in it's full beauty ==> as a special upgrades, you can get 50~300 of each resource upon destroying enemy buildings (mines excluded). So gathering few dragons and burning few enemy towers and you have plenty resources for another batch of dragons. After this point, it would be pretty impossible to stop you (as your dependancy on mines is fully removed)
As a huge disadvantage -> supporting units suck a lot. They are truly only to fill the early game stage and even then they do better job being stacked in towers, than fighting by them selves. They spell casters summon Fearie Dragons - who do not get the extra XP (from Dragonmaster skill), so this sucks big time.

Ogres:
- their units are huge and have lot of HP. But they are just overrated giants and due their size, it is difficult to execute any effective strategy (offensive/defensive). This race probably goes best with some spell-casting hero, who can just hide behind the bulky behemoths and cast summoning or destructive spells. But supporting heroes (like Tinker/Merchant..) would probably fail

Goblins:
- pretty versatile. They snipers have nice range, they spell casters are pretty cheap but effective. If the right magic is used (Goblin magic) the whole scale of different strategies just widens and deepens. They are just ugly, but otherwise they can deliver victory in pretty different ways.
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Karol13 Apr 7, 2017 @ 12:53pm 
+ Ogres:
HordeMaster (class) has a skill that boosts XP of all Ogres. Despite in the description is "all", it actually works only for Ogres (blue melee unit), not Ogre mage or other Ogre-like units (I was hoping it works also for Giant and Rock Giant, or at least for some Ogre-like support units or the builder...)
Ogres do have very few upgrades, all very expensive and not very helpful. They do have very effective unit (Rock Thrower) who, with specific upgrade, has range above average Catapult, but can hit flyers and heals and can even "get drunk" to get extra speed + combat.
Producing them is expensive and slow - so just sending them (8+) against enemy base would be waste of resources unless accompanied with some meat shields. (or if your enemy has AI of squire/knight)

Early units are not bad: Basilisk, Troll (although Troll unlocks a bit later)
But the lack of good units that may be sent into towers is strategically dangerous.

To cope with economy, I had to equip resources boosting + merchant boosting artifacts. Having a hero-caster is not effective, as Ogres do not boost any magic ability (like regen or skill)

HordeMaster has a skill that boosts army limit direclty, he would still lack a good economy booster or magic user (summon or buff or protection)

Sending Hero out to capture mines is effective in many scenarios, but when setting 3-5 allied enemies to Emperor, the risk of death is just to high.

Their mages are having more HP and deal Magic type of damage, but their Black Lightning is not too strong. Not able to put them into towers - Ogre mages are underpowered (from strategical point of view), especially considered their range of 6 (what puts them down below Rock Giants)

Not having any view-range upgrades, one has to play either very offensively, or spend extra resources on flyers who would just to the scouting.

There are just too many planning flaws for good Ogre tactics - not allowing to properly lead good offensive and defensive. One has to read enemy waves carefully and plan wisely, to send your offensive army against the right enemy at the right time.

Like Zeppelin of Goblins, so Rock Giant of Ogres excellent units, but they usually unlock too late to allow player to gather enough of them to save one's base and/or launch counter-offensive.
Strategy Player Apr 8, 2017 @ 12:02pm 
You may want to try to pick up a copy of Warlords 2. This was the one where you could pick the units you want for your race. So if you want a whole army of just dragon types that would be okay etc. Try Amazon or Ebay I do not think steam or gog has it. This game is ancient so no more work will be done on it.
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Date Posted: Apr 6, 2017 @ 10:00am
Posts: 2