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Make sure your archers can flank or find unshielded targets. Tomb King archers are very very powerful provided you give them time to fire and don't waste their many, many arrows on resistant targets.
Too many skeletons. Recruit more constructs and replace your skeletons with tomb guard asap. I'd say 2 warriors, 4 tomb guard, 2 halberds, and the rest should be ranged or constructs. By turn 60, you should be using skeletons merely as chaff to bulk up your armies to full.
Either you're sending your chariots off on a merry little adventure on the other side of the map or you're reacting too slow to micro them properly, because they have the speed to flank around and into the sides of the enemy line just fine. They should be nearby to flank the moment the infantry lines meet.
Still, you'll want to replace your chariots eventually. They're mostly meant to hold you over in the early game until you can get some more resilient fast flankers in your armies, like tomb scorpions or necropolis knights.
Depends on who you're playing as. Khatep in particular has a rough starting position with limited expansion opportunities, so you'll be turtling for a little bit until you can get more constructs.
Press 'J' to immediately turn them around and order them to charge away from what you're attacking. With chariots, you'll be doing this repeatedly. They're meant to be cycle charged due to their great charge bonus, and leaving them stuck in melee will cause them to die. Always keep them moving. Sometimes you'll need to mash your mouse button to get them to disengage, because units will re-engage something if it attacks them in melee.
If you look at multiplayer I think chariots cost like 900 or 1000, and archers are like 475. Meaning a chariot is meant to be about twice as good as an archer. I don't think they're twice as good, but they will get a lot of kills if you micro them at all.
What more generic unit can fulfill the same role? Their horsemen are more expensive and weaker, and archers don't fulfill the role. I suppose if you run archers behind their flank they'll deal good damage without micromanament, but with the slightest effort a chariot will outkill an archer.
W/ Skeletons and Skeletons cavalry units are trash mobs there purpose if you still haven't unlock snake cavalry and tomb guards is for numbers so that your monster unit will not crumble and meatshield.
Snake cavalry are just expensive to build and Ushabti are better unit. The only good unit at the cavalry building will be Sepulchral Stalkers. This Stalker unit are must unit if your fighting TK and an AI army consist of monster unit. Stalkers are the best anti-large unit for TK. Tomb guard w/ polearms will take them more time to kill summoned Ushabti destroying your range and artillery unit. W/ Stalkers they will quickly destroy those pesky summon Ushabti w/ melee but Stalkers aren't meant for infantry and long battle there quite fragile against infantry.
Tomb Kings in the campaign is about build order. If you wanted to focus on cavalry or monster unit focus more building military building than economy buidling. TK economy building sucks you will get more income sacking some region and treasure hunt in order to upgrade your own military building and your region.