![]() But with woses, the battle changes: it will be the loyalist opponent who will need to find ways to defeat the woses’ massive pierce resistance, high HP, damage and regeneration. Relatively cheap, relatively tough, solid damage dealers (with a ranged attack and a special ability to boot) spearmen are difficult to defeat without woses. Your main problem when fighting loyalists is their spearmen. However, their mages can use fire, while level 2 units (white mages and elvish sorceress) can use arcane attack. Rebels have access to blade, pierce and impact attacks, same as any other faction. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy their 70% defense in forests even allows them to provide effective front line support. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. The Elves bring multiple special abilities to the table. Attempt to take an early village advantage and later ZOCing your opponent's weakened units. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Second only to the Drakes, Rebels have good mobility. ![]() This enables frequent chances to attack without taking retaliation damage it also guarantees any opponent attacking you will take some damage in return. Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night. Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. A primary consideration for your strategy should be holding and leveraging available forest hexes. Rebels have excellent defense in forests. You can also pick up Elvish Ranger if you are on map with lots of forest hexes. Leadership will make your units more powerful. Good healer is more effective than shamans and can also remove poison. White Mage, Druid or Elvish Captain will do just fine. Good leaders might be someone with good abilities, if you wish to use him/her on the frontline in small maps. On the maps with a lot of water, recruit one or even two mermen hunters in the first turn.Ĭhoose a leader wisely. weak melee attack (impact), strong magical ranged attack (fire).strong against skeletons, saurians, ghosts weak when not protected by other units.lawful, can be upgraded into 2 useful units (white mage is a good healer, while red mage provides excellent damage).good defense in mountains and villages, but low hitpoints.
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