Ghoul units get debuffs early on, but are also immune to most morale penalties. If you can manage to get empire quests to increase that, all the better. Your cities also can't defect, and they have that permanent +15% bonus, as though they were always happy. Well, corpus furia can be extremely satisfying at times.Īlso, yeah, sure, you can't get super happy bonuses. You lose, at worst, a turn of growth in exchange for an instant garrison (way better than the one Raise Militia offers). Dark Ritual may seem like a bad idea at first, but it's really one of the better ones you can take. Incredible units, especially given how accessible they are. Everyone else pretty much has it, but a few more things to add:Ĭadavers are amazing. Specialisations make a big difference to playstyle too! Have fun.Absolutely. If you look at the wiki you can see the various race options and what they contain, and if you click through to the classes you can see how races modify class units beyond their usual modifications. Other cool options are frostlings/goblins for a new damage type you can't access otherwise, tigrans for sun shield crusaders and orcs for tireless crusaders or war cry exalted.Īt the end of the day you can just tinker and experiment till you find something you like or even pick because a combination that looks/feels awesome or has great roleplaying potential! Exalted get charge, crusaders get improved wall climbing. They also get armored evangelists and shields on their exalted.ĭraconians: Much like humans their evangelists actually receive a ranged attack but here it is fire, which allows for some damage diversification. While in this game pretty much every combination has it's upsides, I do have some favourites for theocrats.ĭwarves: Their crusaders not only have naturally higher tank stats, but they get defensive strike which has great synergy with the defender ability they already get.
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