![]() ![]() If you get your Monster Hunters off the ground asap and start clearing sites like crazy you'll be drowning in cash for buy outs. Warlord likes to pump out units and it offers global buffs that synergize with that goal as long as you can maintain good alignment. Keeper of the Peace is good too because of Bolster (ignore morale penalty spell), easier time dealing with independents. Later on get very lucky eagle riders and mounted archers and you're set! Halflings are real picky about where they live and Creation also allows you to cleanse land. Creation gives you bless (+morale), heals and resurrections on top of the lucky mechanic. Especially with explorer's movement buffs.Īdventurer and Monster Hunters are both irregulars, hence they will both benefit from Explorer's many irregular buffs. Together? These units can clear monsters, shrines, and what have you really efficiently. Monster hunters hold the line, Adventurers keep pelting! Adventurers you'll even get for free from the Raise Militia spell. So set up a defense line with Adventurer's in back and Monster Hunters in front and bombard the enemy till they close in. Your early game is cheap, mobile, clears sites and gains you economic momentum really fast, while also being able to react to threats quickly.Īdventurers and Monster Hunters both have animal and monster slayer, and Adventurer's really behave more like archers than irregulars. But none of them are true powerhouses, they're just fun combinations that work pretty well in general. So I figure you're best off just accepting and embracing that.ĭon't get me wrong, the classes I recommended work because they have some nice synergies with the Halfling race. They're too silly (graphics- and story-wise) and too random (gameplay-wise) to really reward that kind of thing. I prefer the greater versatility, but only by a razor margin.īut when playing halflings, I don't really see the point in carefully min-maxing their abilities. (Though you'll still need something to repair the golems themselves.)īut normal golems are much better at tanking, as it gets the Defender ability. Typically, Musketeers, Pony Riders and Eagle Riders. They obviously work best when paired with living racial units rather than machines. Much more versatile than a normal golem, with a nice ranged attack (at gold medal) and healing abilities that Dreadnoughts otherwise sorely lack. (Yes, I know I said "dreaded." But that was a joke. The Nourishing Meal doesn't even work on robots? Originally posted by Ashwind:Pardon the ignorance, but what's so scary about the Party Robot Prototype? I see it mentioned once or twice before but I don't see what's the fuss. And while pistolier eagles are nowhere near as good as Warlord eagles, they are still good enough at dealing with Dreadnaught issues with mobility. Well, Halfling Ponies are dirt cheap and laugh at elemental damage when happy, stacking their high resistance with Luck, allowing for a direct counter. It's why Halfling Monster Hunters are so good.ģ) Dreadnaughts are weak against Sorcerers until Cannon. Fireworks are amazing on something that doesn't die in one hit. Spamming the food ability every battle also makes Robots the fastest leveling machines, so they get to fireworks much more reliably than other Golems get defender. 15 extra hp and a happiness boost + healing between turns really makes the difference in keeping Engineers alive and reaching Gold, which in turn keeps the Robots healthy. The Party Robot + Engineer combo is the best solution of any Dreadnaught. Engineers in particular are difficult to keep alive. Sucking for 50 turns before getting good is functionally identical to just sucking.Ģ) Dreadnaughts have problems healing both biological and machine units. Warlords have to wait much longer to get their happiness boost, which doesn't apply to cities, and Halfling Necromancers have to spend a ridiculously long time unhappy until racial governance which Necros are also weak at, tick up. Dreadnaughts get Suppress Nature very early to solve that problem. They also hate almost all climates, restricting both their units and their cities. ![]() There's always room for debate, but with Halflings, Dreadnaught is the standout.ġ) Halflings are bad at melee and weak against all physical unless happy. ![]()
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