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Well, depending on how you feel about combo classes, you might call it "least useless". At any rate, do you agree that adventurer/mercenary is the combined class that turns out to be superior most of the time?
What I like a lot is the fast draw ability, which makes a lot of simple yet powerful tactics possible. Also, being able to wear heavy armor is a plus. And of course, being able to manage heavy weapons, though the latter is not a spectacular bonus, since there are a lot of really good non-heavy melee weapons. Somewhat expensive to maintain, granted, but the really good heavy weapons aren't that many in EG, even with the New Horizons mod.
Personally, I'm more into the scout/commander and mage/commander multiclasses. The commander is a little bland, but combining his army with some back row heavy hiting power for troops support is quite sweet. Bonus is that since the commander has rarely really good equipment (good banners are uncommon) and all his powers are passive, you don't put yourself in a situation where you have to choose between casting a spell/using a bow/making a melee attack, that renders the other multiclasses unattractive to me.

- Tactician / strategist has some really nice perks : Very mobile (combining the scout's and the commander's mobility powers, he can get pretty much anywhere through any terrain in a few turns), nice bonii to his long range troops that also applies to himself, and the use of bows makes him an efficient killer against heavier enemies (awesome bows seem real common in my games).
- But the com/mag and mag/com classes are a new favorite of mine : many troops with an heavy buff/"landscaping" support mage makes a very efficient and resilient army.

I don't like the com/warrior multiclass, though : My warriors have a really hard time keeping their men alive, so the 2 classes don't blend together so well.
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Kardwill: Personally, I'm more into the scout/commander and mage/commander multiclasses. The commander is a little bland, but combining his army with some back row heavy hiting power for troops support is quite sweet. Bonus is that since the commander has rarely really good equipment (good banners are uncommon) and all his powers are passive, you don't put yourself in a situation where you have to choose between casting a spell/using a bow/making a melee attack, that renders the other multiclasses unattractive to me.

- Tactician / strategist has some really nice perks : Very mobile (combining the scout's and the commander's mobility powers, he can get pretty much anywhere through any terrain in a few turns), nice bonii to his long range troops that also applies to himself, and the use of bows makes him an efficient killer against heavier enemies (awesome bows seem real common in my games).
- But the com/mag and mag/com classes are a new favorite of mine : many troops with an heavy buff/"landscaping" support mage makes a very efficient and resilient army.

I don't like the com/warrior multiclass, though : My warriors have a really hard time keeping their men alive, so the 2 classes don't blend together so well.
It's probably a playing style thing, but I find both the commander, as well as all the multiclasses with commander almost totally useless. But I guess I should study the scout/commander a bit and see how it works. The main reason I avoid pure commander is, as you mentioned, a lack of good banners. I would go as far as to say that no banner is really worth holding instead of a good melee weapon.

I'll look a bit more into scout/commander.
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Kardwill: Personally, I'm more into the scout/commander and mage/commander multiclasses. The commander is a little bland, but combining his army with some back row heavy hiting power for troops support is quite sweet. Bonus is that since the commander has rarely really good equipment (good banners are uncommon) and all his powers are passive, you don't put yourself in a situation where you have to choose between casting a spell/using a bow/making a melee attack, that renders the other multiclasses unattractive to me.

- Tactician / strategist has some really nice perks : Very mobile (combining the scout's and the commander's mobility powers, he can get pretty much anywhere through any terrain in a few turns), nice bonii to his long range troops that also applies to himself, and the use of bows makes him an efficient killer against heavier enemies (awesome bows seem real common in my games).
- But the com/mag and mag/com classes are a new favorite of mine : many troops with an heavy buff/"landscaping" support mage makes a very efficient and resilient army.

I don't like the com/warrior multiclass, though : My warriors have a really hard time keeping their men alive, so the 2 classes don't blend together so well.
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gscotti: It's probably a playing style thing, but I find both the commander, as well as all the multiclasses with commander almost totally useless. But I guess I should study the scout/commander a bit and see how it works. The main reason I avoid pure commander is, as you mentioned, a lack of good banners. I would go as far as to say that no banner is really worth holding instead of a good melee weapon.

I'll look a bit more into scout/commander.
Well, the commander's main strength is the amount of units it can host, so you really have to rely on your units which makes his playstyle rather different to the other classes (Also leveling up and giving metals to your units really helps). The commander himself cannot really do much, but that is where the multiclasses come in. A Commander/Scout use a bow or crossbow, and a Commander/ Mage can use more and stronger spells. Banners are really more of a bonus, not really necessary for having a good commander, but if you really want one they seem to be fairly common in Dragon's Lairs (Dragon's Lairs are fairly common in hilly provinces).
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gscotti: It's probably a playing style thing, but I find both the commander, as well as all the multiclasses with commander almost totally useless. But I guess I should study the scout/commander a bit and see how it works. The main reason I avoid pure commander is, as you mentioned, a lack of good banners. I would go as far as to say that no banner is really worth holding instead of a good melee weapon.

I'll look a bit more into scout/commander.
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GOGwiiisfun: Well, the commander's main strength is the amount of units it can host, so you really have to rely on your units which makes his playstyle rather different to the other classes (Also leveling up and giving metals to your units really helps). The commander himself cannot really do much, but that is where the multiclasses come in. A Commander/Scout use a bow or crossbow, and a Commander/ Mage can use more and stronger spells. Banners are really more of a bonus, not really necessary for having a good commander, but if you really want one they seem to be fairly common in Dragon's Lairs (Dragon's Lairs are fairly common in hilly provinces).
My heroes (except mages) often end up having the ability to host 4th level creatures, even without the commander class, so I somehow tend to disregard that aspect a bit.
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gscotti: My heroes (except mages) often end up having the ability to host 4th level creatures, even without the commander class, so I somehow tend to disregard that aspect a bit.
Sure, but commanders have more of them, sooner (important when you want to expand quickly), and more importantly their passive powers make these troops more durable (especially the low level goons that will make most of your roster)

Commander gameplay is different form the others. When you have a warrior, a scout, or a mage, the hero is the heavy lifter, while the troops are more of a personal bodyguard retinue. When you have a commander, he will enable the troops to do the job themselves, and more importantly to stay alive while doing so, thus gaining levels, becoming more powerful, etc...

I like the commander at the early game, when I have to carve an empire and gain money with low level troops and heroes. He's a little less sexy at hign level, which is the reason I often multiclass him into scout or mage to give him some personal punch to support his troops.

There are some foes that my scouts and warriors have trouble fighting, but my experience is that a commander/mage's army has very little challenge it can't take head on, even if he risks some casualties from the tougher ones.
There is a hidden cost to having that bow;

General (pure commander): has two nights in his army which kill two things every turn… on average.
Priest (commander | mage): has one night in her army & spells which she uses to kill two things every turn… on average.
Tactician (commander | ranger): has one night in her army & her bow which she uses to kill two things every turn… on average.
At the end of the battle the General only needs replace any dead troopers (which should be avoided) or he can move on to the next battle… any armour damage his troops take is replaced automatically.

The Priest, like wise only needs replace any dead troopers (assuming she don't change spell selection after every battle) at the end of the battle or she can move on to the next battle… any armour damage her troops take or spells used is replaced automatically.

However the Tactician must always keep one eye on her gear and is uniquely blessed with repair bills… even in a battle where the enemy never touched her because just using a bow damages it!

This constant need for repairs makes the Tactician slower on the map overall than the other two. I'm not suggesting you shouldn't take the bow if you want… only the general continues troop progression but having a bow or spells may make certain tactics easier so that becomes a play-style choice.

To be clear, the monetary cost is irrelevant… the General (without logistics) has to pay extra army upkeep for his bigger {and sturdier} army and the Priest pays for her spells with gems but they both only need to stop for extra troops.
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ussnorway: There is a hidden cost to having that bow;

General (pure commander): has two nights in his army which kill two things every turn… on average.
Priest (commander | mage): has one night in her army & spells which she uses to kill two things every turn… on average.
Tactician (commander | ranger): has one night in her army & her bow which she uses to kill two things every turn… on average.
At the end of the battle the General only needs replace any dead troopers (which should be avoided) or he can move on to the next battle… any armour damage his troops take is replaced automatically.

The Priest, like wise only needs replace any dead troopers (assuming she don't change spell selection after every battle) at the end of the battle or she can move on to the next battle… any armour damage her troops take or spells used is replaced automatically.

However the Tactician must always keep one eye on her gear and is uniquely blessed with repair bills… even in a battle where the enemy never touched her because just using a bow damages it!

This constant need for repairs makes the Tactician slower on the map overall than the other two. I'm not suggesting you shouldn't take the bow if you want… only the general continues troop progression but having a bow or spells may make certain tactics easier so that becomes a play-style choice.

To be clear, the monetary cost is irrelevant… the General (without logistics) has to pay extra army upkeep for his bigger {and sturdier} army and the Priest pays for her spells with gems but they both only need to stop for extra troops.
Before I answer something meaningful (or at least make an attempt to), could you tell me what is "a night in the army"?
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gscotti: Before I answer something meaningful (or at least make an attempt to), could you tell me what is "a night in the army"?
I think he means "Knights", and he is trying to refer to 2 Tier 4 guys like Paladins, War Elephants, Dragons etc...

However I think he may be under a mistaken assumption.

ANY class that STARTS as a Commander will always be able to get Command rating of 10 which allows 2 Tier 4 units. NO OTHER class can get higher than Command 8 though which allows only 6 T1, 4 T2, 2 T3 and 1 T4.

Command level 9 Gives and extra T3 slot for a total of 3 and 10 gives that extra T4 slot.
Post edited March 03, 2014 by EvilLoynis
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gscotti: Before I answer something meaningful (or at least make an attempt to), could you tell me what is "a night in the army"?
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EvilLoynis: I think he means "Knights", and he is trying to refer to 2 Tier 4 guys like Paladins, War Elephants, Dragons etc...

However I think he may be under a mistaken assumption.

ANY class that STARTS as a Commander will always be able to get Command rating of 10 which allows 2 Tier 4 units. NO OTHER class can get higher than Command 8 though which allows only 6 T1, 4 T2, 2 T3 and 1 T4.

Command level 9 Gives and extra T3 slot for a total of 3 and 10 gives that extra T4 slot.
Yes, I thought of that possibility, but was a bit confused by some other statements, and though maybe he means "turn" as in, an overnight.
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ussnorway: There is a hidden cost to having that bow;

General (pure commander): has two nights in his army which kill two things every turn… on average.
Priest (commander | mage): has one night in her army & spells which she uses to kill two things every turn… on average.
Tactician (commander | ranger): has one night in her army & her bow which she uses to kill two things every turn… on average.
At the end of the battle the General only needs replace any dead troopers (which should be avoided) or he can move on to the next battle… any armour damage his troops take is replaced automatically.

The Priest, like wise only needs replace any dead troopers (assuming she don't change spell selection after every battle) at the end of the battle or she can move on to the next battle… any armour damage her troops take or spells used is replaced automatically.

However the Tactician must always keep one eye on her gear and is uniquely blessed with repair bills… even in a battle where the enemy never touched her because just using a bow damages it!

This constant need for repairs makes the Tactician slower on the map overall than the other two. I'm not suggesting you shouldn't take the bow if you want… only the general continues troop progression but having a bow or spells may make certain tactics easier so that becomes a play-style choice.

To be clear, the monetary cost is irrelevant… the General (without logistics) has to pay extra army upkeep for his bigger {and sturdier} army and the Priest pays for her spells with gems but they both only need to stop for extra troops.
Just using anything damages it. I do understand that bow + arrow (or bow + quiver) get damaged faster than armor, though. I end up building a lot of storehouses.

I see your point, however.
A commander->Scout is very powerful. You get extreme boni to ranged units making even slingers deadly and you get to field lots and lots. A legion of ranged units with these boni can take out alot of stuff before it can harm anyone. It is great fun. It is also a playstyle where losses are acceptable, since units will be very strong even at level 1.
But Scout->Commander sucks, don't mix them up.
Post edited March 05, 2014 by jamotide
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jamotide: But Scout->Commander sucks, don't mix them up.
I use it sometimes for fun and variety. Still a pretty mobile setup, although not quite as strong, I agree