Posted May 01, 2019
Klackons are still just horrible. No matter their production bonuses, when playing on higher difficulties there is no way you can create Settlers more effectively than you can just conquer existing towns. The problem with Klackons is the way to play them is to out-settle everyone else, but on Hard/Extreme/Impossible the enemies get significant production bonuses. Thus is is far more effective to let them build town and then take them over. Even with production bonuses you can't keep up on Extreme or Impossible.
The only half reasonable way to play them on harder difficulties is using a Heroes strategy and using their early bonuses to quickly get lots of tax revenue to quickly hire and support heroes. But even that is better done by other races, because, again, Klackons are at a major disadvantage when it comes to conquering enemy towns.
In the time it takes to build 1 or 2 Settlers with Klackons you could have already conquered several neutral towns using Hell Hounds and/or Phantom Warriors or Bears and Sprites or even Ghouls. Settling your way to victory is a losing strat in this game and it only becomes worse as the difficulty increases. And every neutral town that you don't conquer is just giving aid to your enemies, who will gain them instead.
Yeah, Dwarves can be good, but pretty much only with Sorcery, to a lesser extent Nature. At least with Sorcery you can make Flying Hammer Hands, which are powerful enough with Adamantium that they don't really need power buffs. But again they suffer when it comes to race relations and conquering others. They are also good for a Heros strategy, but not even as good as Klackons because you can't get the needed Retorts to really do it right when you start on Myrran.
A stack of Longowmen with Fire Giants can move around taking encounter zones and cracking Towers.
The only half reasonable way to play them on harder difficulties is using a Heroes strategy and using their early bonuses to quickly get lots of tax revenue to quickly hire and support heroes. But even that is better done by other races, because, again, Klackons are at a major disadvantage when it comes to conquering enemy towns.
In the time it takes to build 1 or 2 Settlers with Klackons you could have already conquered several neutral towns using Hell Hounds and/or Phantom Warriors or Bears and Sprites or even Ghouls. Settling your way to victory is a losing strat in this game and it only becomes worse as the difficulty increases. And every neutral town that you don't conquer is just giving aid to your enemies, who will gain them instead.
Yeah, Dwarves can be good, but pretty much only with Sorcery, to a lesser extent Nature. At least with Sorcery you can make Flying Hammer Hands, which are powerful enough with Adamantium that they don't really need power buffs. But again they suffer when it comes to race relations and conquering others. They are also good for a Heros strategy, but not even as good as Klackons because you can't get the needed Retorts to really do it right when you start on Myrran.
Draconians have a slow start.
They don't seem too slow to me. Their Spearmen and Bowmen are every powerful and they have good race relations (for Myrran), So you can typically conquer neutral towns very quickly with them which helps boost their speed. Perhaps the strongest non-11 book start is Draconians with Warlord and all Life books. Well, 3 Nature, the rest Life would be a stronger start, but isn't worth it in the long run. Draconians are basically the only race for which is it actually worth it to rush with Spearmen. High Elves also have poor race relations.
Their race relations aren't that bad. They have a few really bad relations, but most are the same as High Men. Elvin Lords are absolute killers, and you can get them relatively quickly. Their early Mana bonus makes them ideal for a Conjurer start. Nature or Chaos with Conjurer, or better Archmage + Mastery + Conjurer, means you can pump out full stack of of summoned units very early and use it to take Nodes to get more power. You can also take Neutral towns with your summoned army. While your summoned army is busy you just rush to Armor's Guild, and you can guarantee that you'll be fielding Elvin Lords before anyone else has anything that can deal with them. Pair them with a cheaply summoned Fire Giant or put Pathfinding on them and you've got a very powerful force that can easily take lots of towns quickly. With conjuring you can then just build a Spearman in conquered towns and summon Hell Hounds or Bears for added defense. A stack of Longowmen with Fire Giants can move around taking encounter zones and cracking Towers.
Elven Lords have good abilities, but they don't have the attack, defense, or hp to let them go up against stronger targets.
Elite Elvin Lords can kill anything they hit first pretty much, especially with buffs. You have to be tactical with them, but as long as you ensure that you hit first they've wipe out pretty much anything except the highest end units with Flame Breath or Thrown Attacks, etc.. With Nature they eventually get Iron Skins which also helps a lot, as well as Resist Elements, which also helps early on. Giant Strength and Flame Blade both make them significantly more deadly.