9/16/2023 0 Comments Age of wonders 3 warlord spells![]() This means the first few times you go against a mid to late dreadnought you really feel your deficiencies (WHY AREN'T MY ARCHERS WINNING THIS FOR ME!?). ![]() Some problems I've run into: As strong as your archers are (especially elvish) they fall apart against late game armored and mechanical units. ![]() I don't know if the new patch will fix that. World enchants are nice but I find those to be really useless as the computer, especially sorcerers, just disenchant them immediately. Bloodbath (+5 Physical to all units), Phoenix Warrior (Dead unit comes back to life), Last Stand (Defense buff, first strike, polearm), Lions Courage (+3 Physical) are all really nice buffs as well. As has been pointed out, steadfast ward can be really sick in just maintaining an unstoppable unit on the battlefield. You get a lot of really useful spells, too, that meld really well with maintaining and running a large army. If you went with Goblins you still get enough poison units to maybe justify throwing them in your army comp to keep things mixed up at least until mid game. The one thing I think I don't like much about the Elves is that once you research down the Warlord specific units why would you ever build the normal Elven units outside of the support one? Kind of a waste. I also think the class is really strong in that if you plow down research and unlock all the units you can convert any city to pump out all the unit types you need with one building. Also, initiates who shock is pretty sweet and strong early on and they can be spammed via spell on top of trained. Whereas the Orcs get more hitpoints, High Elves get that really really nice longbow for all archer units. Looking over these units you have some good points. ![]() ![]() Personally, I'm torn between using the High Elves and Orcs. Thought I'd start a topic to throw around Warlord observations and maybe some strats. ![]()
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