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Triumph just posted this on their website. Seems pretty solid and thought it would be a good resource for people who are new to the game

http://ageofwonders.com/beginners-strategy-guide/


Also, just to clarify: Random maps and scenarios will, generally speaking, be easier (and therefore a better starting point) than the campaign.
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KingCrimson250: Triumph just posted this on their website. Seems pretty solid and thought it would be a good resource for people who are new to the game

http://ageofwonders.com/beginners-strategy-guide/

Also, just to clarify: Random maps and scenarios will, generally speaking, be easier (and therefore a better starting point) than the campaign.
This is a very useful resource. For new players, returning players or players who want to become more familiar with new mechanics in the expansion can use this as a one stop shop for the basics! A link to this should be put in the tomb of wonders(the in-game manual).
Post edited April 22, 2015 by torusflux
The section of race and class complementing each other was pretty interesting; something I hadn't really given a lot of thought to. Nice!
The only thing that I think would be really helpful is some basic strategy on leveling up the different classes of hero.
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Rekov: The only thing that I think would be really helpful is some basic strategy on leveling up the different classes of hero.
Eh. That's pretty much the same for all classes. Just attack weaker enemies and try to stay out of harm's way. It's only tricky early in the game, or when you're playing multiplayer and have to use autocombat a lot. (There are some specific tricks to make autocombat work. I'm not too good at them. Basically: don't let injured troops fight, and make stacks that all have the same movement rate so the AI won't rush your cavalry ahead on suicidal charges.)

The only big difference in the early game is how much access to healing you have. But that depends on race as much as on class: draconians and orcs and goblins get bonus to healing rate, humans, halflings and dwarves get priests that heal, Elves, Frostlings and Tigrans have to depend on the creation adept sphere (which gives you a healing spell.) or heroes/leaders that can heal or boost the healing rate.

If you play one of the three races without healing abilities and have a class that doesn't get healing either (i.e. not a necromancer, theocrat or archdruid. Warlord get a little healing, so do Dreadnoughts but they get it too late to help) then it gets trickier. I mostly try to get a healing hero to join me, but that depends on luck. And necromancers struggle to heal troops that don't have your leader with them, until you get some research going.
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Rekov: The only thing that I think would be really helpful is some basic strategy on leveling up the different classes of hero.
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Jason_the_Iguana: Eh. That's pretty much the same for all classes. Just attack weaker enemies and try to stay out of harm's way. It's only tricky early in the game, or when you're playing multiplayer and have to use autocombat a lot. (There are some specific tricks to make autocombat work. I'm not too good at them. Basically: don't let injured troops fight, and make stacks that all have the same movement rate so the AI won't rush your cavalry ahead on suicidal charges.)

The only big difference in the early game is how much access to healing you have. But that depends on race as much as on class: draconians and orcs and goblins get bonus to healing rate, humans, halflings and dwarves get priests that heal, Elves, Frostlings and Tigrans have to depend on the creation adept sphere (which gives you a healing spell.) or heroes/leaders that can heal or boost the healing rate.

If you play one of the three races without healing abilities and have a class that doesn't get healing either (i.e. not a necromancer, theocrat or archdruid. Warlord get a little healing, so do Dreadnoughts but they get it too late to help) then it gets trickier. I mostly try to get a healing hero to join me, but that depends on luck. And necromancers struggle to heal troops that don't have your leader with them, until you get some research going.
These are some good points, but I think Rekov was more asking about how to spend points for each class once they've levelled up, rather than getting them to level up.


To answer that, it really depends.


First, you need to assign each hero a general role: General, Fighter, Support, or Caster. The General will lead the stack and stock up on stack-wide buffs. Bear in mind that the highest level hero will be the stack leader, so always make sure your General is the highest level hero in the stack. The exception is your Leader, who will always lead the stack. For this reason, General is one of the best roles for your Leader.

One thing to remember is that all classes can be good at all roles. Even the Warlord gets some awesome combat spells, and even the Sorcerer gets some great fighting abilities. Still, they do tend to lean one way or the other.


IMHO the best classes for General are the Rogue and Warlord. They both have a lot of nice, powerful army buffs that focus on improving the raw stats of your units (Warlord in particular: Toughness and Blood Brother are just amazing). They also give some nice passive abilities (an entire army with Charge for Warlord, or with Wall Climbing for Rogue).


Honourable mention goes to the Theocrat. The Theocrat has some decent leadership abilities, but starting at level 11 they get access to the absolutely incredible Divine Justicars ability. It gives your entire party Resurgence, which is just insanely powerful. IMHO Theocrats make for a pretty good General/Support multiclass.


Fighters are your front-line heroes - the ones who will be both taking and dishing out heavy damage. For Fighter, I generally prefer Warlord and Dreadnought. The primary thing you're going to want to do with a Fighter is invest points into raw stats. I find this to be most viable with Dreadnoughts because many of their abilities aren't quite as useful without machines around. Dreadnoughts also get the all-important 20% Physical Protection upgrade. A melee build also synergizes well with their ranged weapon of choice, the Musket. Warlords also get some really nice stuff here.


Honourable mention goes to the Archdruid and the Rogue. With Assassin's Strike and Backstab, the Rogue can do some absolutely massive damage whenever there's an opening. Archdruids, again, aren't all that special as Fighters up until level 11, where they get the incredibly powerful Regrowth, allowing them to tank like nobody's business.


Casters are spellcasters (duh). These guys will usually end up being pretty weak fighters because you'll be investing almost all their points into new spells and, more importantly, more spell points. Still, they can be absurdly powerful, so long as you nurture them and keep them safe. For this role I prefer the Sorcerer and Archdruid. Both of them have powerful multi-target damage spells (Chain Lightning and Hornet Swarm, respectively), and honestly even just getting these spells and then giving them enough spell points to cast them several times per day will make them powerful. However, their higher level spells are even more noteworthy. My favourite is actually the Archdruid's Vengeful Vines spell, which will make sieges a breeze. They also have Call Beast Horde, which is nice, especially against AI who often isn't as good at prioritizing targets. Meanwhile, the Sorcerer has the incredible powerful Mass Stasis and Static Electricity, which can quite easily turn the tables of a battle. Finally, the Sorcerer can get access to Chaos Rift. This will take a lot of levels as you need a substantial amount of casting points to pull it off, in addition to being level 13 to get the spell itself, but man, is it worth it.


Honourable mention goes to Dreadnought. Most of their spells, while certainly powerful, aren't necessarily enough to base an entire hero around spellcasting. Until they hit level 13 and can start casting Destabilized Mana Core. If you can get your Dreadnought up to Invention III (not hard) and use items to buff them up to a high Fire Protection or even Fire Immunity, your Dreadnought will be able to bring down entire cities alone.



Finally, we've got Support. This is where Theocrats and Necromancers really shine. Support heroes rely mostly on special abilities. Theocrats have got Heal, of course, but they've also got Touch of faith, Turn and Control Undead, and, most importantly, the all-powerful Convert ability. On top of that, most of their spells are very well suited for a Support role (in particular Purifying Burst and Blessing of Health). Necromancers suffer from the same disadvantages as Dreadnoughts - i.e. unless it's the Leader's class, most of their abilities benefit units that probably won't be a large part of your army. Still, the Necromancer hero gets some incredibly powerful status effects. Seriously, in between Inflict Despair, Inflict Enfeebling Fever, Energy Drain, Inflict Curse, and Inflict Ghoul Curse, a Necromancer's attacks are potentially capable of taking a T4 unit and reducing it to the strength of a weak T3, then having it rise again at full strength afterwards to serve you. Really nice stuff.


Honourable mention goes to the Rogue. Sabotage, Cause Fear, Taunt, and the all-important Charm and Break Control make the Rogue a decent choice for this as well.
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KingCrimson250: I think Rekov was more asking about how to spend points for each class once they've levelled up, rather than getting them to level up.
... you're probably right, in which case I award myself the may 2015 "missing the point" award. Oops.

Anyway, great post, but I have one addition:

0] Whilst specialising is important, heroes are very squishy at low levels. I recommend every hero to invest at least 1 full level in boosting hitpoints and defence. (or resistance, if significantly lower.) Later on you can keep boosting these stats a bit with leftover points, though it gets too expensive quickly.

And a few quibbles/extra mentions

1] Warlords indeed make the best generals, but rogues are more situational. They add good offensive abilities, but no defensive ones worth speaking of. No healing either. For this reason their use as generals is situational and depends on class. Archdruids make the best defensive leaders, being able to boost healing, resistance, spirit, cold and poison protection. Also good in some situations. For example, an Archdruid can make a stack of Frostlings completely cold immune.

2] Conversely, I really like Rogues as combat-heroes. With Sprint, Backstab and Assassin's Strike they can deliver an amazing punch and avoid retaliation. They can get some nasty debuff abilities to bolster their attacks too, like Inflict Severely Poisoned. With First Strike they can fight off counterattacks pretty well, though they can't take a punch like warlords can. (Honestly, Warlords are just about the best heroes, as far as I'm concerned. They're good at everything and great at most.)

3] Also surprisingly good combat heroes are the Sorcerer and the Necromancer. However, these should fight as ranged attackers. The Sorcerer gets Inflict Stun, which is amazing. (And another Inflict Broken Spirit) The Necromancer gets a whole host of ranged debuffs, like Inflict Despair, Inflict Curse, Inflict enfeebling Fever and the amazing Energy Drain. Oh, and Inflict Ghoul Curse of course, but that only works in close combat. Point is, these heroes can take even a high-tier enemy out of the fight for a turn with pretty good reliability if you give them a three-shot ranged attack. Doesn't matter if they're at long range and behind cover and you deal 2 damage per hit. You'll still ruin the enemy's stats.

4] Dreadnoughts should also look into the Summon Siege Engine spell. This summons anything from a trebuchet up to a juggernaut. If the dreadnought hero also has repair machine and/or rapid reload, he becomes a one-man city seizing force. (If you're lucky.) And in field battles, having a flame tank or something can likewise make a huge difference.

5] Archdruids can get the Regrowth and Call Lightning abilities at level 11. The first can turn them into an amazing melee fighter, though they do need some good magic items to bolster offence. Everybody used to make items with this ability, but it was considered too strong and got patched out. Call Lightning meanwhile makes them into amazing long-range artillery. It's another ability that can trivialise sieges and force the enemy to come charge down their walls.
Post edited May 12, 2015 by Jason_the_Iguana