Posted May 08, 2019
Gnolls are kind of my favorite race to play for non-Conjuring strategies, because I like getting aggressive early.
Here are my tips for how to maximize Gnolls.
1) Resist Magic is a must have. This means you need to either play all Sorcery or at least take 2 Sorcery books.
2) Alchemy + Warlord is easily the strongest Retort combo. Next would probably be Alchemy + Sorcery Mastery + Conjuring.
3) Of course you want to scout with a Magic Spirit to find good targets for early aggression.
4) How to Alchemy: Generally you don't need much magic right away, it's all about building units ASAP. So what you want to do is put all Magic power to Mana , and then convert your Mana to Gold to help rush the production of your buildings. This can also help by letting you reducing your taxes to prevent needing to build a Shrine before Wolf Riders.
5) The build:
The big advantage is of course Wolf Riders, which you want to be able to pump out as fast as possible. Generally the fastest way is:
Granary > Marketplace > Farmer's Market > Sawmill (Decision, is your production pretty strong? if so then > Stables, if its kind of weak then > Forester's Guild > Stables)
Once you have Stables you will likely want to pump out 2 Wolf Riders. The huge advantage of Warlord is that they will be Regulars without having to have build the Fighter's Guild. Typically after 2 or 3 Wolf Riders, I'll then build a Shrine and Miner's Guild, then make more Wolf Riders, then eventually build a Temple.
You should be able to use your Wolf Riders to take small encounters and weak nodes, typically Chaos, but the biggest prize early on is Neutral towns. With Phantom Warriors you should be able to take virtually any Neutral Town with 1 to 3 Wolf Riders.
Now just keep the flood of Wolf Riders coming and eventually ramp your taxes back up to higher levels and start doing research or increasing your casting skill.
Eventually you'll want to build a Fighter's Guild, but that doesn't typically come til mid-game.
As far as spell schools go, I think all Sorcery is best, but 2 Sorcery books with Nature is also very good for the cheap early buffs. If you can get a mix of Resist Magic, Guardian Wind, Resist Elements, Stone Skin, and Giant Strength, with Water Walking and Web, that's a super strong opening. Of Course with just 2 Sorcery books Guardian Wind is not guaranteed. Earth Lore is also really helpful in identifying targets. But still, I think all Sorcery is better for the Phantom Warriors and guaranteed Flying.
If you do not have Resist Magic, unless you get really lucky, you will be destroyed by Sorcery and Death casters: Confusion, Black Sleep, Weakness, etc., will just devastate Gnolls without the protection of Resist Magic.
Anyway, that's how I do it. It's all about getting aggressive as fast as possible. Rush the buildings until you can make Wolf Riders, then pump them out and take over. Don't be afraid to go straight for enemy Wizard capitals right away too.
Here are my tips for how to maximize Gnolls.
1) Resist Magic is a must have. This means you need to either play all Sorcery or at least take 2 Sorcery books.
2) Alchemy + Warlord is easily the strongest Retort combo. Next would probably be Alchemy + Sorcery Mastery + Conjuring.
3) Of course you want to scout with a Magic Spirit to find good targets for early aggression.
4) How to Alchemy: Generally you don't need much magic right away, it's all about building units ASAP. So what you want to do is put all Magic power to Mana , and then convert your Mana to Gold to help rush the production of your buildings. This can also help by letting you reducing your taxes to prevent needing to build a Shrine before Wolf Riders.
5) The build:
The big advantage is of course Wolf Riders, which you want to be able to pump out as fast as possible. Generally the fastest way is:
Granary > Marketplace > Farmer's Market > Sawmill (Decision, is your production pretty strong? if so then > Stables, if its kind of weak then > Forester's Guild > Stables)
Once you have Stables you will likely want to pump out 2 Wolf Riders. The huge advantage of Warlord is that they will be Regulars without having to have build the Fighter's Guild. Typically after 2 or 3 Wolf Riders, I'll then build a Shrine and Miner's Guild, then make more Wolf Riders, then eventually build a Temple.
You should be able to use your Wolf Riders to take small encounters and weak nodes, typically Chaos, but the biggest prize early on is Neutral towns. With Phantom Warriors you should be able to take virtually any Neutral Town with 1 to 3 Wolf Riders.
Now just keep the flood of Wolf Riders coming and eventually ramp your taxes back up to higher levels and start doing research or increasing your casting skill.
Eventually you'll want to build a Fighter's Guild, but that doesn't typically come til mid-game.
As far as spell schools go, I think all Sorcery is best, but 2 Sorcery books with Nature is also very good for the cheap early buffs. If you can get a mix of Resist Magic, Guardian Wind, Resist Elements, Stone Skin, and Giant Strength, with Water Walking and Web, that's a super strong opening. Of Course with just 2 Sorcery books Guardian Wind is not guaranteed. Earth Lore is also really helpful in identifying targets. But still, I think all Sorcery is better for the Phantom Warriors and guaranteed Flying.
If you do not have Resist Magic, unless you get really lucky, you will be destroyed by Sorcery and Death casters: Confusion, Black Sleep, Weakness, etc., will just devastate Gnolls without the protection of Resist Magic.
Anyway, that's how I do it. It's all about getting aggressive as fast as possible. Rush the buildings until you can make Wolf Riders, then pump them out and take over. Don't be afraid to go straight for enemy Wizard capitals right away too.