Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Anyway, magic builds will always be the strongest
But on their own they are fairly easy to counter. If you get right next to them and they have to use puny melee-attack or some magic just to get away, they are just bad.
There's also units that specifically counter ranged by halving damage received. Against those ranged is also quite bad.
Overall I'd say good for defense and maybe mix in a few stacks in an otherwise pure melee-army. But going for ranged primarily doesn't seem the best idea.
A few well placed earth walls can really help too, or a backwards shove.
Don't user either pure ranged or pure melee comps since both are just about equally easy to counter on their own
My personal go to most of the time is to try and get to an army that's 5 melee and 4 ranged. It's been doing well enough for me so far
So this is what I was wondering, if magic builds (from what I have read) are the most powerful, then it seems that melee with high defence farming essence is the way to go?
They can open a fight with a huge damage shot, often doing more than normal ranged - and they are decent melee units if things go wrong.
Focus on skill and equipment upgrades that will boost your hero Initiative so you get the first shot, and to increase Range for your troops. High ground also gives huge damage bonuses.
For magic, the most important spells are Onslaught and Rapid Fire and these will give your ranged troops an extra attack each round (!). I build Ranged armies around the ability to cast Rapid Fire and/or Onslaught in the first round.
Clouded Vision will let you get into range while limiting the range of opponents.
And spells like Dimensional Door, Repel, and Swap will let you teleport troops around the battlefield. This can move melee opponents away, or move your shooters into range to take out the enemy before they take you out.
For support troops, Veteran Pikeneers have an awesome two-tile short ranged defense that can really slow down the advance of enemies. Shadows (Sassanids) have a base of like 45 initiative so they always get to move first, which means you get to cast spells first.
Have fun!
Ok I see, Barya I haven't played yet and if they are a faction focused on range than it makes sense to play with their strengths. Thank you for the shared knowledge.
They only get two ranged units - musketeers that only shoot every other round but can buff their next shot when upgraded and hit pretty hard.
And hellroars that also shoot slow but do AOE and are top level units.
So you can pretty easily go non ranged, but they get the magic for rapid fire AND benefit a ton because two shots in a round means you get 3-4 rounds of ranged attacks at once basically.
Do that and it can really determine a battle