![]() ![]() Part 4: Can melee cavalry support Glade Runners?. This allows for some obscene damage output, even before unit enchantments.ĭisclaimer: The High Culture Awakener and Barbarian Culture Fury are viable alternatives, but those are culture specific options, and you likely want a few Glade Runners anyway to mark evasive targets.ĭisclaimer: There are decent tome T2 battlemages, but they share the same weakness of the Glade Runner: they need a melee front line. Even then, giving mobility to optional cavalry is invaluable.ġ) Ranged is already strong for reasons we are all familiar with - provided some cannon fodder is willing to protect the front lines.Ģ) Trackers Shot marks enemies (+accuracy) and sunders (-defense) as a free action, at range. Materium Tome IV: Golden Realm and Astral Tome V: Archmage let you do silly things with crits, but that's getting off topic.)Ģ) Nightmare Mounts are the best mount in the game, because they have no active abilities that confuse the autobattler.ģ) The passives of the Nightmare Mount are useful on all mounted units, with the possible exception of fighting morale immune enemies. (For Mind traits, I prefer Overwhelm Tactics for +20% crit chance. The spectacle of a dragon too fat to outrun peasant cavalry is a sad one.ġ) Racial Mounts are the best body racial trait in the game, primarily due to mobility. Incidentally, Dragon Lords are stuck with a sluggish 32 movement speed. ![]() There is no good reason for a hero to not have a mount. Armies should never be static.Ĥ) Mobility is even more important on heroes, which are needed to found outposts, cities, clear wonders, and crack difficult opponents. Therefore, racial mounts are the best body traits.ģ) A stationary army costs upkeep despite providing no value. An army where you need it is infinitely more valuable than an army where you don't need it.Ģ) Racial Mounts are the only way, at faction creation, to get more mobility for your combat units. Here are my current thoughts on mobility, racial mounts, and mobility in general.ġ) Whether you are going from point a to point b, rushing to defend a city, getting a flank, kiting, or fleeing, +1 hex travelled can easily be the difference between life and death. ![]()
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