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As for race, I am looking at following criteria:
speed + sight + early accessible units, that can hit flyers (or even better, are flyers)
speed -> if I cannot build a fast army, how can I perform any strategic maneuvers that can surprise my enemy?
sight -> I might have good economy and build 20 towers, but if these towers don't see siege weapons, bombarding them from beyond their sight radius, I would suffer much higher loses and probably even defeat, despite I had the firepower to destroy those siege weapons with ease.
Fey, Wood Elves, Ssrathi have extra sight bonus "reveal whole map"
early units -> AI (especially higher difficulty AI) loves to perpetually send waves of attackers, and as early as possible. Would I put my strategy into dragons, I would probably never live long enough to see even one dragon produced. So I like formidable archers (who can hit both flyers and infantry, while hiding behind walls + be stacked into a tower to increase DMG & range!
Yet even better are phoenixes who have great sight, cannot be harmed by most of cavalry and siege weapons, so float above your towers and decimate enemies from the safety of air. And most add-on value, is they can float above waves of enemies and attack their generals/heroes/catapults.
With these you can live long enough to get to mid units, like Pegasi / Griffin and later dragons.
I also like races that can build extra defense buildings apart towers, to battle dragons and titans (who cause chaos, fear and your low-mid tier units will run away from battle, and again, archers get extra value as you can put them in towers, so screw any mental effects)
Here come in play also fitting classes.
Would I want to support my phoenixes + pegasi/griffins, get a hero who can give them XP or other bonuses. In most version it would be Ranger.
Or another good synergy is Empire + Diviner (XP bonus to mages, whom you can summon as well produce) -> and also you get a spell that increases sight range! (just the economy part lacks :D )
Generally, your her can die easily later on, so best strategy is to have a hero that can be effective from your base, hidden in tower or behind walls (to avoid assassins and such)
That includes supporters (Merchant, Tinker...) or summoners (Nature magic, fire magic, Summoning ...)
I always wanted to play dwarves, but those lack everything: are slow, weak against flyers, expensive and one must quickly build array of mortars and towers and get enough eagles into the skies, to defend against first waves... so no matter what hero class you choose, you would have tough times.
Offensive races are good, but all struggle in air combat, so choose wisely.
Ssrathi: who not only can deflect early and mid-game assaults, their towers poison attackers, priests can heal and then change towers into fire-dealing instruments of death (especially handy against catapults), which will never perform surprise attack due "whole map revealed" from scry pool, BUT later on can produce dragons with EXTRA XP, giving a clear advantage. Also their slashing dealing infantry units are great to pursue and kill enemy heroes.
Downside = Pterodactyl cannot hit grounded units :(, so the tier1 flyers cannot too. So before dragons, you have to use flyers only as recon units and anti-air defense (which is not so much needed early on)
on TOP of that all, you can get Meditation level 3 (+300% mana regen), so if you have a spell caster hero -> there you go!
Their general is not best compared to other generals, but can cross water and deals magic damage, which very few units / buildings have resistance towards, and despite is weak against physical, can also cast SHIELD spell.
Said that, the real challenge is economy, because most of Ssrathi benefits require loads of resources. And their early & mid tier units tend to die easily (not really high HP also no extra resistances)
Only on lower difficulties I was able to gather my tier1, 2 units and successfully raid enemy base.
otherwise it took tremendous micromanagement, to keep my base safe, have enough mines, and get my first dragons dispatched, who also could not attack right away, but could put enemy from offense into defense, so I could control wider area + farm for XP, just to build even more dragons, hoping the enemy won't get a titan before I bulk up enough.
Wood Elves: despite having good flyers, their horsearchers are extremely useful in all tactical endeavours, I just had to heed for catapults, which with longer range could decimate my cavalry would I forget to move them quickly out of their range. (hit'n'run). Being mid-game (Tier 2) unit, but extremely formidable, this makes Wood Elves deadly and dangerous. (low HP is not such a problem, unless you meet with enemy pyromancer or druid, who can deal 150+ dmg per one spell). But all other dangers for numerous armies of low HP units : splash damage or mental effects: ranged attack allows them to take down even dragons and mental statuses have also their active range, not to mention that this tier2 units have higher resistance also towards mental ailments. And combine em with Griffons, and you have all you need to battle even dragons and well protected bases (despite Pegasi with bludgeoning damage would be better, but griffons with slashing DMG hunt down heroes and most of natural enemies of horsearchers), so screw bludgeoning damage, that's why you can have fire arrows and then take down enemy buildings in few seconds.
According my own rules, best race would be FEY, extremely fast, cheap units with farsight bonuses up to reveal whole map. But their towers are a joke and their buildings can be crashed even by mid sized army of goblins :(
And it is impossible to keep enemies pushed into defensive all the time, so playing FEY requires a hero that would fill this gap, and that narrows the selection to very few.
In contrary to possibly good races, I was quite disappointed with some other races:
Dark Dwarves: golems + siege weapons + Alchemyst (or similar hero boosting constructs, buildings, like Runemaster...who is more for Dwarves, tho) was something I anticipated a lot. As it were resilient golems and long-range siege weapons that often brought havoc over my defenses in short time.
But lack of vision, low travel speed, bigger size and high costs... all together make d.dwarves a purely defensive race, with little ways to boost so desired income. And having hero as Sage or Archmage, removes possibly synergy between class and race (Alchemy magic summon golem + golem master XP boost)
similar disappoint from Barbarians: as I kept high hopes due the spear throwing early infantry + mid-game strong and fast cavalry...
barbarians spearthrowers cannot hit attached targets, so they are literally slaughtered one by one
and mid-game having strong army that cannot harm flyers... useless!
Although, with Ranger (Taming) , lighting hawk + pegasus can become your ultimate army, and as Barbs have income boost, they can get to dragons faster, and then upgrade your already formidable army with swamp dragons (who do fire damage & reduce defense) and later even with one of the best titans in the game.
If you want try different races, that lack sight bonuses, either brace yourself for extra micromanagement of hawks or other small flyers as sight range boosters or change map settings to "start with revealed map" + "fog of war off", otherwise stronger AI will abuse your sight limit greatly :)