Orcs, Day 7 We're really starting to feel the pinch from lack of gold income, and no good sources are presenting themselves. Most of the towns nearby need to be rebuilt, but the wasteland surrounding them is going to cut their income significantly.
We knock off a demon guarding another ruin, but it will take time for the builder to arrive. Assuming we even have enough gold to build by the time it gets there.
TS
Arnuz: * Having boats at start - yes, a big advantage, should count for more than one of the others.
I took a peek as you said (though at the previous version), and you started with a frakking Galleon?
Southern, I mean this in the kindest way possible, but have you lost your mind? Free Move on Galleons? At best, the Dark Elves should start with only transport ships, and even then as few as possible.
Arnuz: -> that's a bigger advantage the earlier the player is in turn order
I admit that I'm really not seeing any special advantage here. Speed to reach the cavern is important, but the terrain that one has to maneuver around is far more important than turn order after the first turn.
Arnuz: BTW starting with magic weapon researched is kind of important against wraiths.
Both my starting wraiths were far enough away that starting with Dispel Magic made little difference to me. I suppose I could have constructed a few dark elf archers from the T3 city, but my leader got the wraith experience instead which is probably more valuable in the long run.