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Where settra really shines is once you get the charoiot. Both the chariot and the warshpinx are fine choices. But chariot lords will get more kills. Settra gets amazing melee stats, so he's not gonna die even without the warshphinx mount. And with a bit of micro he'll just run over everything. Even just the tomb prince on a chariot has been getting like 200 kills average in every fight in my arkhan campaign (which I don't get that many kills on any foot lord outside of special abilities or just running them in solo when they can tank everything). So Settra should end up above that conisdering he's got significantly better stats and his chariot armor pierces, and he's a pretty capable duelist. The sphinx is tankier though and a bit better if you don't want to micro him at all.
As for building him, I wouldn't reccomend spending points on the nekehara lore. Maybe like 3-4 just to get enough to spend winds of magic if you for some reason can't get a liche priest in his army. Instead what you should do is get a few red points for the buffs to infantry, as settra is gonna get buffs to tomb guard later from his personal skills. This gives you some early game strength as your army is gonna be mostly skeleton warriors and probably chariots.
Then its preference, but if you're looking to make settra himself strong obviously yellow line skills. Getting the yellow line skils too early isn't that valuable, because he won't be solo winning battles for you until he gets his chariot or warshpinx. He's set up to duel and take out large targets, and you just don't fight any in the early game. But before you get his chariot, your goal should be just to snipe the enemy lord, and he can do that without any buffs at all. After their lord goes down, orcs or any of your other early game enemies should route/crumble to rear charging chariots.
2: Yellow line has one overpowered as heck thing in it: Incantation of Dessication. Unfortunately you need waaaaay too many skillpointed to get Settra there. Instead, we're actually going to focus on the broken-as-heck Red line!
3: What's so overpowered about the red line, you may ask? Reanimate upgraded. It's a heal for everyone around Settra. Free, 60s recharge, kinda meh on infantry but hilarious on constructs and heroes. Three points into buffing infantry, two points either into buffing range or constructs, and then from there nab Reanimate Upgraded.
Pick up any special yellow stuff up the top when you want it.
Much later, you can start putting points into his yellow combat line, but this isn't really amazing as every lord kinda gets that...
The chariot is micro-intensive, good at killing, but reasonably fragile; the Warsphinx is micro-less, okay at killing, and reasonably tanky unless being shot by Darkshards; as such, I prefer the Warsphinx. But by the time you get it you should at least have gold ranked skellies from stacking Wise and some constructs coming out to play.
After that I would start filling out the red tree, either Arrows of Asaph if you still use mass archer or Revered Stone Masonry.
Chariots are good units but they have a lot of diminishing returns as per how many you want. I would consider 3 the maximum I can handle. As such I don't value skills that boost these very much but your mileage may vary.
The yellow combat line should be ignored until you have nothing else you want. Spells are optional to specc but it's better to use a Liche Priest for that since their skills points are worth less than Settra's.
Turn one
Encamp, recruit 3 skellies locally and three halves globally
Turn two, recruit another 3 skellies locally and finish the three globally.
That gives you enough units to tie up savage orcs and have your sphinx rear charge and break them, you should be killing the orcs 10:1
Settra kills the orc warbosses no problem.
Skills, I prefer Blue and Red trees, although there are a few unique ones that provide huge bonuses as well.
The army plays very well enveloping, Front Line Spears, Second Line Archers, hold, take the charge and use flank and rear charging chariots, cavalry or constructs to break and run down the enemy.
You're all welcome.
Its pretty easy to trick the ai outside of settlements into 1v1 fights, and your LL is often strong enough to win the 1v2 (a bit harder on tomb kings, since I give all my starting ushabti to lahmizash). But if you can't win the 1v2, you'll get stuck against any ai sitting in settlements anyways, and can go sit in one of your settlement to beat the ai.
Most importantly though and the real reason I don't go blue line. Its boring. Might be better overall, but I'd so much rather have settra running through hundreds of enemies on his chariot while my tomb guard hold off armies twice their size than I would just crushing a few garbage enemies at a time in easy wins where I probably replenish all my losses.
Like if you go lightning strike on isabella von carstein, the army you have by turn 4 is good enough to win the entire game on (as her plus 6 vamp heros with high levels and decent items wins any 1v1 battle). Which means if I put more vamps in, battles are suddenly a complete waste of my time as its guaranteed I win. I'd much rather fight a difficult 1v3 where I have risk of actually losing something then just lightning striking 3 armies and falling asleep on my keyboard while my vamps don't take damage.
Thats kind of an extreme case cause thats honestly one of the most op stacks in the game. But even when your stack is weaker (like I had malekith still wifh darkshards and dreadspears when chaos spawned once), I like out thinking the ai and winning tough fights better (I ran into a 12 garrison and lost 1/2 the units of my army in a pyrhic victory vs 2 chaos stacks where Malekith got 300-400 kills, then he solod the remainders of both stacks next turn).
So imo no skill line is a requirement. But red and blue are usually the strongest. However, I just don't see blue as interesting, so I'd at the very least avoid it as a first pick. Only taking it second in stacks I don't intend to be powerful (which is pretty much just Skarsnik).
Replenishment is the only good thing there, i would go no further for the sake of fun campaign.
tombguard with over 80 melee defence is a unbreakable wall
add in chariots with 40 attack and defence makes his army one hell of a hammer and anvil force especially if you remove basic chariots and only have archer chariots.
ill add never get skeleton swords period they are worthless 4 attack is not worth loseing 8 melee defence. skeletons are a hold the line unit not a attack so you should always maximise defence for you lines and skel spears benefit more for sun scorched bones adding a further 8 defence makeing them a excellent line unit for low teirs
if you get really worried about a army attacking khemri they will always build up seige craft so it will give you around 5 turns to run settra back to save it with a full stack of 20
i play on L/VH too add a small bit of weight to my comments
Recommending 3 points in casualty replenishment and recommending a stop when the gatekeeper skill is 2 points away is remarkably bad advice.
I recommend putting just 1 skill tbh into blue tree actually.
Settra has so many good skills not to be wasted on blue skill tree. But i am speaking about unmodded game.
With 60 points you can do pretty much whaterver you want. Putting 1 for campaign movement, and then red tree for skelllies, then into spells is best start probably.