Early-mid game Monster Hunter warbands(especially with Explorer) just tend to slaughter everything and they're a really nasty defensive unit on the walls as well. They've got really good battle spells available to them as well. Combined with Exalted that can heal themselves and the Justicar hero ability, and you have armies that just don't die - and even if they do, they come back fully replenished and ready to push forward as long as you won the battle. Theocrats also make support units quite fantastic with double(/alternating)-healing for some races. Their ability to just rip walls right down is fantastic and they can be a very punishing class to try to invade - due to all their excellent ranged units and ability to summon animals behind the enemy lines. Their Scoundrels are also great all-purpose forces with their ability to attack at range, melee, and destroy walls(rather than climb them like infantry).Īrchdruids are relatively similar to Rogues in that their Hunters and Shaman charm every animal they come across. Rogues are great because their armies usually grow in size over time instead of being slowly whittled down - primarily thanks to Bards/Succubi and their charm. Chain Lightning is always fun and they've got some really nice defensive enchantments. The ability for Sorcerors to give support units Inflict Stunned is huge and I've regularly stun-locked entire garrisons - slaughtering all the defenders without them ever getting a chance to fight back. It's hard to match their strategic options with other classes, although I'm not really a fan of the engineers, musketeers, and flametanks(love the cannons and juggernaughts though). Spelljammers, Suppress Nature, and the ironclad upgrade(which also gives all transport ships mortars) are my favorite parts about playing a Dreadnought. there are things I like about each of them.
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