If you actually had to hold at a location for several turns then the sanctums granting replenishment and such would make a ton of sense, plus then you could set up ambushes. It feels like they wanted something where he had to go out into allied or hostile territory and move around for a bit fighting several chaos armies for several turns at a time, but currently it’s just kind of pop out, boop the army/settlement, then go somewhere else the next turn. I will say I can see the criticism of his mechanics though. I do wish they could give some similar skink buffs to Tehenhaiun. Usually have multiple cycle charging to launch more of their explosives at any given time while the daemonically enhanced chameleons shoot into the flanks. Chameleon Stalkers I’ve been surprised by, using them as the bulk of my melee force for Oxy. Oracle is just a fantastic hero since having a versatile monster that’s also a spellcaster is pretty great, especially with that bound comment ability. I’m enjoying him and his gimmicks quite a bit, and new units I’ve tried are great. Hoping the details on that are promising. One exciting thing is they did mention there are diplomacy changes. I kinda regret not using Centaurs or Gors. It was all Bestigors, Minotaurs, and monsters for me. I tried to make a third at one point but it go wiped out and I never bothered to replace it. It Probably didn't help that I only had 2 armies most of the game. Giants also prefer hilltop tactics to lure in the enemy into a nice downhill battle. Giants love Great Brayshamans with lore of the wild (Cygors to lure in the enemy, viletide to blast the enemies around them) and skirmishers to deal with enemy archers (so a Wargor with Alpha beast to give your harpies/razorgor herds frenzy is nice). Jabberslythes love Lore of deaths shamans (and minotaurs) and love big moshpits of enemies. Cygors really help with luring enemies into ambushes (so Cygors&Bestigors work super well together). There are also some units which dictate tactics. ![]() Overall though a lot of beastmen units are very similar, although some units work better together than others. But it means that every unit (except ungors) will see use all the way to the end game, and every army will be different (instead of becoming carbon copy clones). ![]() You can definitely get enough units to build one army exactly the way you want it. You can't really build the armies you want. He's kind of scary, but has recently lost some territory so if I jump on him fairly quickly I might be able to compound his troubles without him being able to make my life hell. Then once I build up a bit more I'll probably attack Grimgor, since he's about the only potentially hostile force still bordering my lands and it would make The Last Defenders like me even more if I were fighting a common enemy. I lost track of a Beastman army that I want to wipe out after I killed their herdstone and settled the ruins they had left behind, but I think they might have actually taken out a settlement that would let me link up most of my land, so I'm going to see if I can get over there and claim it. It's tricky to get a port connected to my capital (as Thorek Ironbrow in Mortal Empires, I start at the southern edge of the map in the mountains between the Tomb Kings and Last Defenders), and I currently have a fair bit of territory that isn't directly connected to my capital. ![]() I'm doing gangbusters trading with The Last Defenders, but none of my other neighbors want to trade with me. So I was reading up on trade a little, and apparently you cannot use the territory of allies to connect to a trade partner, which I suppose makes sense but also makes me sad.
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