![]() ![]() They just need to run from the Eldritch Horror, but luckily you have some Monster Hunters to back them up.(Edit to Add: the Goblin Blight Doctor can also add weakness to the Eldritch Horrors so your Untouchables can turn them around from a distance. It spits just as strong right next to the Sorcerer's fast units, but it also gives stench aura so the summons will hardly ever crit. The base unit, Untouchables, can make fast money underground, and their poison spit is pretty strong against summons and fey. They get price reductions and pop growth. If you make a goblin warlord your units will vastly outnumber his summons. Eldritch Horrors are summoned and monsters. Monster Hunters get extra damage against summons, and extra damage against Monsters. Warlord units get attack power and greater movement but if you get stunned you die. So maybe stack them with a Hero of a different class instead. ( > = Each gets +1 resistance at Expert level.)They get no other +resistance except against Spirit. Warlord units' Resistance: Scout 7 > 8 Berserker 9 > 10 Monster Hunter 10 > 11 Mounted Archer 9 > 10 Phalanx 11 > 12 Warbreed 10 > 11 Manticore Rider 12 > 13. Plus 1 from Bestow Iron Heart.Divine Justicars resuscitates all killed units in the stack, but the Theocrat must survive for this to happen. Plus 1 for stack from Aura of Resistance. The 2 little guys get +1 res at Veteran, too.)Plus 1 for being Dwarves. Not just from divine protection.Cherubs start with 10 >12, Martyrs start with 9 > 11, Crusaders start with 10 > 11 Evangelists start with 11 > 12, Exalted start with 12 >13, and Shrine starts with 12 > 13. Short answer: Dwarven Theocrat and Rogue Goblins are worth a try. You see where I am going with this? Focus on his big picture, and taking his empire down from within. Also, Anti-Magic Field or Dreadnought's no casting tech might help. that can be increased with Guardian Flame.īanish is low probability and expensive but can be worth a shot. Sure they are slow, but they pack a punch. Firstborns will plow through his units with immunity to fire and high resist and defense. Summons have no real defense against fire, except wyverns. Dwarven Forge Priests and Dreadnoughts give one unit the ability to resist fire even more, plus hit with 2 fire melee damage. They can also Charm those damn Phantasms and Node Serpents. Theocrats have strong resist units, and Divine Protection. Lead teams with a Hero that has +1 resist to all. This will make shocking you/stunning you less likely. ![]() An extra Hero doing that will probably turn the tides of battle. Using any class, if you can train a Rogue Hero as a caster, Mass Battlefield Panic will either makes his units run, or give them -400 morale (Shaken). They also have poison, which Sorcerer summons hate. Rogues use Espionage to further dwindle his resources. His fast-moving floaters would otherwise just reclaim them. So instead of claiming mana nodes, destroy the fortresses claiming them for him. Your post focused on head-to-head: unit vs unit or element vs element, but I suggest you look further into taking down his empire by taking away his strengths. This celebrates how situational your choices are within this great game! For that very reason, you'll have to be more specific.
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