It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Let's post here everything we would like to have in strategy guide. I hope this topic will be used as reference for making one (or three).

Irregular units make excellent scouts after Trail Running has been researched. Off the Beaten Path is also very useful. 1 unit armies (irregular) can do scouting just fine as long as they avoid combat. Steer away from possibly moving armies. If lone scout gets attacked anyway, run around the tactical map for 6 turns without taking or giving any damage and it'll be over with.

More units require more upkeep. Therefore quality is better than quantity. Still cities and fortifications should have some defense so those won't be captured by one enemy unit alone. Units you have made early are well useable for garrison duty. Fast moving reserve army, like cavalry, can be used to reinforce city or fortification that is likely to come under attack. Use Constructor to make roads through difficult terrain so reserve force can get in there in time.
Post edited April 04, 2014 by Kuokkanen
Great idea for a thread. Here's what I've gleaned thus far:

First, the druids lack for specialize 'built' units in favor of summoned units. This will keep a campaign going well into enemy territory as dead critters can be easily replaced; if you can, press the enemy relentlessly especially if they lost a hero of their wizard.
In that vein you want to use "Summon Gargantuan Creature"quite a bit; the Shock Serpents and Reed Serpents have great abilities, a phenomenal attack, and the "ferocious" aspect, making them difficult to counter by regular troops. The ultimate, of course, is "The Horned God. A five-man team of them can pretty much wreak havoc on enemy defenses pretty easily; call lightning is a nice area effect with a reasonable cool-down and at later levels, they can entangle or even charm the occasional beast (though it is usually better to just kill the enemy.

I haven't cracked the Theocrat campaign level yet - it is extremely frustrating as you can't really Zerg rush too well AND hunkering down benefits the Dreadnaught more than it does the Theocrat. I am trying several different tactics to see if I can do more than stalemate the computer at this point.
avatar
Kuokkanen: More units require more upkeep. Therefore quality is better than quantity.
lol....... oh god, you make me laugh, god bless you
Post edited April 04, 2014 by BlaneckW
Strategy for the first three scenarios in the Elf campaign;

1) Sundren 1: You will have a lot of opportunity to build up forces, and that's a good thing. Unicorn riders are not the Iron Maidens of AOW:SM, but are pretty good - limited range teleportation with a quick attack after is a good way to make walls meaningless. Additionally, fast-track shadow stalkers - their high damage resistance and pass wall ability makes them fearsome on the battlefield. One or two stacks means you can pick and choose where to attack and the opponent has few options to counter them. Beware, however, that there ARE options: Banish and Dispell spells have a chance of killing your Shadow Stalkers outright. Consider also Succubi - their charm ability coupled with the temporary charm "seduce" can turn the tide of battle in your favor right quick. Take time to level up your heroes as you'll need the XP for the next scenarios.

2) Druid 1: Sorry, I am momentarilly forgetting the name of the Druid Draconian. Nonetheless, you'll have Sundren as a 'don't kill me" hero - powerful, but fragile - and will meet two new heroes on the way; a Goblin Theocrat and an Orc Sorcerer (both of which MUST stay alive). This hampers you a bit, BUT there is good news for those who (like me) prefer to hunker down and build up; you are not at war with anybody at the outset. THere is a bit of land to the south of your start place, as well as where you enter on the map, so you can get settlements up and running right quick. You will face a Goblin Rogue and an Orc Warlord eventually. Your biggest trick in this campaign are your summoned units. Unlike the Rogue, the Archdruid can summon critters on the spot to fill in the gaps you may have from battle losses. This, coupled with the plentiful ability to entangle (both through spells and through unit abilities) means you can control the battlefield quite easily. The draconians DO NOT build dragons anymore (at least from what I've seen in the campaign thus far) BUT there is a dragon settlement and a couple of elf outposts further West. Your favorite summons should be the Reed Serpents (Spit poison, inflict poisoned, fearsome), the Shock Serpents (static field, fearsome), and The Horned Gods (100-ish HP, Call Lightning every 3 rounds, and Wall Crushing). THe latter two are good counters to the Goblin Rogue's use of Shadow Stalkers. Depending upon how you play - Good/Neutral or Evil - I think there's a chance you may play either the Orc or the Golbin next, but I'm not 100% sure as I've only played through once.

3) Nomlik 1: Goblin Theocrat will drive you bonkers if you are either a) a hunker down and build up type OR b) a traditional Zerg rusher. The Theocrat's situation is precarious and the only strategy is an anti-strategy. Goblins - in the long run - will NOT be helpful for you. Move Westward, capturing/liberating cities as you go and leave only 1 unit behind as you move onward. Hopefully, you've leveled Nomlik and the other heroes a LOT because you'll want Sundren to have "City Infiltration", the orc to have "CHain Lightning" as wella s proably 50 casting points, and Nomlik should have "Divine Justicars" (resurgence on all units in army). Push westward through the mountain gap and right to the first city you come across. Dwarves are where it's at for this scenario. You might be lucky and catch Gustav (the Dwarven Dreadnaught) with his pants down, giving you a good opportunity to take his city with minimal casualties. Consolidate any losses you have with Goblin followers and push on, taking a new city every turn. Use Cherubs to capture unoccupied stone fortresses and to scout. After the three cities are taken above ground, push to the Dreadaught's capital underground ASAP. It will be a tough battle, but if you have Chain Lightning you should be able to counter many of his machines. Bring all your reinforcements as you MUST take this city right away. If you fail to take these cities quickly, you WILL be overrun. Now that you have dwarves, it is time to churn out Firstborns; their heavy armor, high hit points, wall climbing, immunity to spirit damage fire damage makes them fearsome. Start churning out stacks of them, using your Goblin cities as a bank account (by this time you'll be making ludicrous amounts of money, so feel free to upgrade cities as you see fit). You can reach the enemy Theocrat in three different ways - use them all for a more effective blitzkrieg - the teleporter to the southwest of the underground city, the river next to the underground city AND the river aboveground around the three central cities. By this time, your enemy Theocrat will be pulling all his troops from his 'support' cities to pile up protection (Shrines of Smiting, Exhalted humans, Knights, etc) in his central city. Take the surrounding towns and keep bringing stacks of Firstborns through your pipelines. Eventually, you will starve him of some troops, demoralize them with Spells, and overwhelm him with two or three waves of Firstborns.