Posted July 03, 2013
I'm on about my 30th shard now and have almost all the buildings available. I've sort of settled into an army building strategy, but I'm interested to see what others think. Maybe I'm missing something. I'm playing 'good' so I've pretty much neglected the evil armies.
Level I: Basic strategy is swordsmen plus healers for hero armies, and militiamen because they give you the 'local militia' guard (both cheap and available very early in the game). Through most of the game most of my hero's level I units are swordsmen, who typically form a meat wall around the squishy units such as healers and monks. The fourth unit to get is less clear. Crossbowmen can be good if you need a purpose-built army to kill a small number of high level units. Pikemen eventually lead to Officer Academy (which I've never actually built). Currently I'm inclined to go for slingers because they enable the Watchmen guard, which give extra viewing range. I have the ability to start with a single healer by spending astral energy, which I always do. This gives me a much quicker start - building the healer's building can be delayed for quite a while, and occasionally even skipped altogether if my one healer gets good enough and/or I get to hire fairies or build up to monks quickly.
Level II: First priority is monks. Ranged healing is *really* useful. If I manage to get an centaur alliance, healers plus centaurs fill my level II slots and I really don't have much use for anything else. Horse archers + horsemen enables the hippodrome, which is a nice money earner (10 gold + 5 gold/horse province, I think, plus nomad guards.)
Level III: First I went for priests, because monks are so good, but more recently I've fallen in love with the gryphons, for their mobility and tremendous damage dealing. They do need to fly back into healing range of your monks every so often as their armour is not great. I haven't played with knights much, but looking at their numbers their better armour doesn't look like enough to prefer them over gryphons.
Level IV: Never go around to building one (can win the shard first), but those elephants look better than the paladins.
Alliances: I usually try to get centaurs (which takes a while). Dwarfs make a superior replacement to swordsmen. Elves are a bit problematic in that they take up the swordsmen slots leaving my meat shield a bit bare. Perhaps if I use some level II slots for Guardsmen, although I haven't tried that yet. (+1 happiness in all provinces from the elven theatre is pretty neat however.)
Any thoughts? Are there some good strategies I'm missing? What does an effective evil army look like?
Level I: Basic strategy is swordsmen plus healers for hero armies, and militiamen because they give you the 'local militia' guard (both cheap and available very early in the game). Through most of the game most of my hero's level I units are swordsmen, who typically form a meat wall around the squishy units such as healers and monks. The fourth unit to get is less clear. Crossbowmen can be good if you need a purpose-built army to kill a small number of high level units. Pikemen eventually lead to Officer Academy (which I've never actually built). Currently I'm inclined to go for slingers because they enable the Watchmen guard, which give extra viewing range. I have the ability to start with a single healer by spending astral energy, which I always do. This gives me a much quicker start - building the healer's building can be delayed for quite a while, and occasionally even skipped altogether if my one healer gets good enough and/or I get to hire fairies or build up to monks quickly.
Level II: First priority is monks. Ranged healing is *really* useful. If I manage to get an centaur alliance, healers plus centaurs fill my level II slots and I really don't have much use for anything else. Horse archers + horsemen enables the hippodrome, which is a nice money earner (10 gold + 5 gold/horse province, I think, plus nomad guards.)
Level III: First I went for priests, because monks are so good, but more recently I've fallen in love with the gryphons, for their mobility and tremendous damage dealing. They do need to fly back into healing range of your monks every so often as their armour is not great. I haven't played with knights much, but looking at their numbers their better armour doesn't look like enough to prefer them over gryphons.
Level IV: Never go around to building one (can win the shard first), but those elephants look better than the paladins.
Alliances: I usually try to get centaurs (which takes a while). Dwarfs make a superior replacement to swordsmen. Elves are a bit problematic in that they take up the swordsmen slots leaving my meat shield a bit bare. Perhaps if I use some level II slots for Guardsmen, although I haven't tried that yet. (+1 happiness in all provinces from the elven theatre is pretty neat however.)
Any thoughts? Are there some good strategies I'm missing? What does an effective evil army look like?