![]() ![]() Wetland ForagingThis unit heals an additional +9 Hitpoints when on Wetlands terrainĤ0% ProtectionThis unit has Protection from Blight Wetland WalkingThis units movement cost for walking on wetlands terrain is reduced by 2 Movement Point 1 Resistance, -200 Morale and 60% Blight Weakness for 5 Turns. Inflict WeakenedAttacks from this unit can inflict Weakened. Severely Poisoned units take 4 Blight damage and -400 Morale for 3 turns and cannot be healed on the Strategic map during that time ![]() Inflict Severely Poisoned Attacks from this unit can inflict Severely Poisoned. Melee Strike 21 4 Strikes target enemy unit. Embarking still soaks all movement pointsĦ0% ProtectionThis unit has Protection from Frost Chilled units have -1 Defense and 20% Frost Weaknessįrost Weapons This units weapons are made out of an enchanted frozen metal and deals +5 Frozen and - 4 Physical damage with every melee attackĪrctic WalkingThis units movement cost for walking on arctic terrain is reduced by 1 Movement Pointįast Embark This unit doesn’t pay extra movement points for disembark and embarking onto a water hex. Inflict Chilling Attacks from this unit have a change to inflict Chilling status. Melee Strike 21 5 Strikes target enemy unit. Night VIsionThis unit has +2 Vision Range in the UndergroundĢ0% ProtectionThis unit has Protection from Blight Mountaineering This units movement cost for walking through Mountains is reduced by 8 Movement PointsĬave Crawling This units movement cost for walking in the Underground is reduced by 1 Movement Point Mind Control ImmunityOther Players cannot take control of this unit through mind control abilities such as Charm, Convert or DominateĬharge This unit gains +6 Physical Melee damage on it’s first strike when moving 4 or more hexesįlyingUnit can fly over all terrain at a movement cost of 3 MP per hex ShieldUnit gains a + 2 Defense bonus against non-flanking attacks Crippled units lose -12 Movement Points for 2 turns Inflict Crippling Wounds Attacks from this unit can inflict Crippling Wounds. Its what they do.- Melee Strike 23 Strikes target enemy unit.ĭefensive Strike 14 A powerful attack that leaves the unit in Guard mode In short, you have much better tactics and understanding of how to grasp opportunities than them, but its true, they can very much just get to end game faster at that point. Of course, it is meant to account for them just being plain dumber than humans, but it DOES mean that trying to play a relaxing "to late game" map can have adverse consequences since they just will be in a better position by then than you. Just remember if you play the really high difficulties that the AI get massive production and income bonii, so they are basically "cheating" the speed they should get there. Ironically, if I were a warlord, I'd hate seeing another warlord, because the one who gets manticores first will actually find themselves having to rein in against the Phalanx, who as a T3 tough pike who can also get the GA bonus, actually could match them well at a much lower cost. Still, Armageddon means that the manticores health has nowhere to go but down, and probably ensures that even with the ability to instill Strong Will, they can't get Spirit Immunity. Theocrats are always funny to me because you never really "spam" T4s with them, because for a much better cost to benefit you can have one and a bunch of devouts. but seems far less able to match someone if they happen to achieve an ultimate around the same time. actually gotta be honest, someone would need to explain that one for me. Great Mobilized Golems would probably be scary, while the very core of the Warlord victory strat, impressive production of mighty units, would be severely harmed by Age of Deception. but with Age of Magic some turtle tactics and blast after blast of Chaos Rift sound like they should more than even out. Its just not "well he is better late game." They are basically supposed to break stalemates.įor example, I couldn't possibly see a sorcerer winning against Global Assault 'cores with his troops. I hate to ask this (because I don't mean to imply anything), but how close were you to your ultimate spells? How well matched in cities? Ideally, if he gets an ultimate off and you aren't ready to respond right fast, you are SUPPOSED to lose.
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