I believe there is a Bard Spam strategy with gobbo where you one turn produce cheap Bards and mass convert. Gobbo are chosen for their very good Scoundrels and fast expansion. Rogue: I don't have too much experience with rogues, but I believe races are really chosen for their Assassin Synergy. Frostlings has some notable synergy with Necromancer with triple life stealing (Shadowborn, Frostling, Necromancer) Royal Guard and the tier 3 support Ice Queen who gets Heal Undead. Dwarves buff up the low armor of Ghouls, Tigran/Draconians offer Spirit/Fire protections. People tend to pick classes that are offers survivability. In addition, Human offers easy early game healing for Dreadnought (something extremely lacking for the class). Dreadnought offers high production bonuses Humans compound on this with more production. No other races stand out.ĭreadnought: Dwarves are king here. Tigran comes in second with their Throw Blades Hunter and Werebear Shamans. You can also take the Economic Champion Governance for crazy knowledge scaling. ![]() At Prophet Military Governance, all archers get Arcane Arrow which will now shoot down all machines. ![]() Long bow Hunters will and can shoot down anything that isn't machine. For Chivalrous Intentions specifically, every race/unit combo is fun, discovering units.Īrch Druid: High Elves are extremely good. If you add mods with imbalanced units (like the ones above), or mods with too many balanced units (Chivalrous Intentions), obviously none of this matters. In general class, race combos are either defined by spammable low tier units or unique tier 3 unit synergies or unique racial/class units. For vanilla without balance breaking mods such as (Racial Heritage Mod or More Support Units), here are my takes, I've played some classes much more than others (Necro, Warlord, Arch Druid).
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