Tigrans tend to be lighter, faster, with high damage but lower hit-points. Frostlings contain some great heavy-hitter units like yetis and mammoth mounts, but also make use of a new ‘chilling’ status effect to make enemies vulnerable to being frozen. The two new races are also a welcome addition, though neither changes the game quite as dramatically as the new class. There’s all sorts of neat combos like this to experiment with, which makes playing a Necromancer hero heaps of fun. Banshees cause despair in a wide radius, which slots in beautifully with some of your other units, who do extra damage against enemies with low morale. One trick I used more than once was resurrecting a dead unit as a trash unit called cadavers, who were useless in combat but great for providing flanking attacks for my heavier melee units. Necromancers have access to a range of new spells and units, and some very nasty battlefield abilities. It’s not just mechanical differences, of course. Riding a sabre-toothed tiger into battle seems a bit like. Which is incredibly fitting, and deliciously evil. More than anything your population becomes a resource, like crystals and gold. Your ghouls population doesn’t grow through traditional means, and instead must be raised by either converting enemy populations via zombie plague spells, or building certain structures like embalming guilds in your cities. There are other cool, thematic differences. Likewise, you’ll never benefit from the hefty bonuses that having a population with high morale can give you. Ghoul units don’t regenerate hit points over time, so you’ll have to sprinkle reanimator units throughout your forces to keep them battle-ready. That’s a pretty powerful ability, so as you might imagine it doesn’t come without a price. His population is made up of undead ghouls rather than living troops, and therefore he neatly sidesteps the need to worry about keeping them happy. The Necromancer solves this problem by killing everybody. Unhappy populations would become liabilities in the field, where a simple, well-placed despair spell could cause them to cower in terror, making them pitifully easy targets for enemy troops. Previously in Age of Wonders 3, morale was a key mechanic to consider. Take the brand new Necromancer class, for example.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |