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Ive tried spreading myself, but he soley targets my most expensive units when I do that. I usually carry Black Guard of Naggarond, Sisters of Slaughter, Har Ganeth executioners, and Witch Elves with me but they all literally get obliterated before they can even engage.
Also spells cast on artillery pieces are great uses of magic.
Also spells cast on stationary infantry are also great uses of magic.
Where are your shades?
Honestly 2 more dragons along Malekith and 4-6 shades together with black guards/executioners should easily kill him.
Use your dragons to draw fire, micro them so that the handgunners miss more than they hit, tricky with bullets but possible.
Your blade vortex spell in turn will shred the handgunners. Don't use the breath attack of the dragons that are being targeted, use the ones that can move freely for that, so spread those out.
The mainline advances and your shades try to get around the edges to get some clear shots. Protect them by not letting them too far off in case of cavalry but they can, if they have clear shots, kill any artillery with 2-3 volleys
Magic is great against stationary/slow moving units(like artillery pieces). Against Armor piercing units, units with high physical resistance can be very helpful.
Doomfire Warlocks have the lesser doombolt, and the curse, which should prove quite effective in reducing enemy damage output and dealing damage to stationary targets. They dont need to charge in early, as their 40% physical resistance will absorb a decent amount of handgunners fire, and even a bit from the volley guns(would require 3 hits instead of 2 to kill a rider).
Assisted by a wizard(either Malekith or a mage hero), you should be able to do big damage hits on all that fire support.
Use units that have concealment, like Shades, to open up a surprise attack on the flank.
It would not be cheap, but it will be effective.
Another thing to consider would be the Reaper Bolt thrower. The Sunmaker and Helstorm is very inaccurate at long range and the volley gun has short range. You could potentially outrange your friend by bringing 4 Reaper Bolt thrower units of your own and either focus on the helstorm/sunmaker first(to stop them from shooting entirely, switching to the volley gun if it moves up) or destroy his infantry/handgunner support(the helstorm runs out of ammo fairly fast, so if it only shoots at long range, it's damage is minimized due to the inaccuracy).
This wont have nearly as high upkeep, as Reaper Bolt throwers are cheap compared to Doomfire Warlocks and Shades.
Throw them at the ranged/artillery to shut them down while you close in. If you can, angle the approach from wide out side of the firing cones(hover over the units to see the cones) to make the ranged turn away from your main force as it approaches. If they want to fire at your main force they will have to make a painfully slow turn back assuming they are in line formation.
Vanguard Units are also useful here. Your opponent has traded manouverabilty for firepower so surround him. Good luck.
They will not be able to shut down it's artillery...
I still am strongly in favour of shades. Their stalk makes the enemies range advantage obsolete and they are very effective at sniping.
The Doomfire Warlock however is indeed another good option
shades can move and fire with 360 arc, they are on auto skirmish mode, so when enemy gets too close they withdraw a bit, they can held their own against most infantry anyway, only the elite of elite infantry or monsters can overpower them. try to get a lord with 'shadowdart' or 'grey vanquisher' name power to buff them.
doom warlocks can be good, but they are a bit expensive in upkeep.
my doom stack are: xbow lord on dragon with shadowdart name power, 10-12(4-6 the double weld kind for sustainability, 2-4 GW ones for anti large, 2-6 regulars) shades; couple xbow dark riders, couple doom warlocks, 3 witchelves, flying mage with dark or fire.
I'm kinda surprised considering that DE overall have more elitist troops than empire (save for arty of course).