By far the worst pound for pound army in the game. Boosting Irregular unit means that you can have a significant army right from the start Of course all of this culminates into : Best early class in game. Which will turn into an army of Stalker by turn 50ish Can easily have an army of Scoundrel by turn 25. Most cost effective army : Using Corrupted Killers + Shadow Stalker = evolving unit 3.5 from the one of the cheapest unit (1) in game = Scoundrel. If Rogue gets this before turns 50 it's bye bye ! Plague of Brigands : Can't be disjuncted, only needs LOS on the target city and absolutely WILL tear up a weakly defended city. By far the best recruiter, both in term of charm / seduce and in terms of annexing neutral cities(Courteasan Ambassador) By far the best scout units in game (Grimbeak Crow) Most elusive class both in terms of stealth and movement having access to a floating unit at level 2 (evolving scoundrel unit = lesser shadow stalker) By far the best city conquerer class of the game with most unit having means to bypass / climb / fly over walls, not to mention some of the most effective city strategic spells in the game (more on that later) Don't have experience against human players yet. Note that the Master specializations take up one of the three specializations and require the Adept specialization also be chosen.Just trying Rogue right now and I'd like to share my strats :ĭisclaimer : this is my opinion after having played this class against computer at highest level. They are the main defining factor in your choice of leader.Įach leader can choose three specializations that allow unique spells to be unlocked. These are the classes that you can choose from. These are the available races you can choose to lead from the start, bearing in mind that you can absorb other races as the game progresses. When creating a leader you can customize their appearance and gender, but these customizations have no effect on gameplay. It should be noted that while this 3 turn exile is a dangerous vulnerability at any stage in the game it can be devastation in the first 20 to 40 turns of the game as these are some of the most difficult and where even a single turn of inaction can seriously affect the mid-game strategies of both you and your enemies. The leader remains in the void for 3 turns before they revive at their throne city with full movement points. You are also unable to cast spells until your leader returns from the void. While this does make them functionally immortal you should also bear in mind that research stops while your leader is in the void and any spells you were maintaining or in the process of casting are discontinued. This is unique to the leader role so heroes are not able to do this. Very early in the game when they are weaker than some units, but they quickly grow in strength as they cumulate experience. This also carries over to the moral specializations with the evil alignment choice giving you more access to damaging spells and corrupting effects and the good aligned specialization allowing for more healing and purification effects.Ī Leader in the Void, Note the Turns RemainingĪ leader is for all intents and purposes the strongest unit to have in your armies due to their ability to flee to the void instead of dying on the battlefield. Elemental options here give access to different effects based on your level of commitment, with the higher levels meaning a much stronger affinity to a specific element. The third factor after these is your specializations, these are lesser strengths that give your leader access to additional spells or effects during the game. With the different classes having very different empire effects, spells and abilities and also class specific units with their own abilities you are presented with a choice here for major difference is grand strategy. The second factor should be the leader's class, this is a huge step as this can fundamentally change large portions of the game for you. An example of this would be the dwarves penchant for slow movement and tough nature lending itself to defensive, unstoppable advancement. The first thing you should consider when creating or selecting a leader is their race, the various races of Age of Wonders 3 have different affinities for certain environments and situations. A leader is defined by a few factors that dictate their strengths and weaknesses in the game from the minor little details to the huge game changing effects. Leaders are the empire builders, they lead armies across the various battlefields with strong abilities and powerful spells.
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