![]() ![]() Pink background (or red, if not active) means the commander is suffering from insanity and refuses to accept any orders during the current turn. Black background means a commander set to sentry status and must be manually selected to activate him again. If multiple commanders are grouped together, the active commander’s name appears in black and the names of the others in the group are grayed out. The background of the selected (active) commander is highlighted in white. The background of each commander tile gives information on the commander in question. Ctrl-click allows adding commanders to a group with the active commander or removing them from the group. Commanders may be selected individually or grouped together. When a square containing multiple commanders is selected, the first one in the list is automatically selected as the active commander.Ĭlicking a different commander makes him the active commander. When a square containing only one commander is selected, that commander is automatically selected as the active commander. On the upper left corner of the world map view are one or more commander tiles, if a square containing commanders has been selected. This section gives an overview of commanders and what they can and cannot do. Managing commanders correctly is crucial to succeeding in the conquest of the land. Non-commander units cannot move on their own. Oh, and did I mention they’re fast (not just battle fast), have 100 poison resist, and have fast heal which allows them to recover from battle afflictions.Commanders are units that can be moved around the map and are required to lead armies. They even have more base damage output and an extra attack in the form of their mount’s horn. A direct upgrade in every way with 14 health, 5 strength, a massive 8 morale and 6 magic resist, the only thing they don’t have over normal knights is their 3 armor and normal shield. These bad boys manage to totally outshine knights in all but fieldable numbers. Only has 3 health, 2 strength, and 3 morale compared to the 6/4/4 of a normal spearman but makes up for that by having a point of armor and a large shield compared to the spearman’s regular shield making them surprisingly good at soaking up missles and more survivable than you would expect. They also only have 3 magic resist making them even more susceptible than most human units.Ī weak hoburg spearman with the slow trait. What really sets them apart is their forest stealth and ability to go beserk. These guys can and will punch through most things short of the tankiest of units and the fact that they are battle fast means that they won’t suffer quite as many losses on the before they can hit the enemies front lines with a lance charge.īasic human unit armed with a spear and one javelin, these units are slightly squishier than spearmen with 2 less health.īasic human unit armed with a spear, same stats as the spearman.Įssentially the Hyena Tribe Warrior, with the only difference being that their weapons are poisoned, adding 1-10 poison damage to the spear and 1-5 poison damage to the javelin.Ī spearman similar to the Hyena and Serpent tribe warriors in health, but armed with a poison spear and a single net for immobilizing enemies at close range.Ī bow armed unit with 5 health and a dagger as a backup weapon. Human heavy cavalry armed with lance, broadsword, and a hoof on top of a huge health pool of 11 with 3 armor and a good morale value at 6. ![]() ![]() ![]() Nothing overly special going on for them but the shield, 6 health, and the fact that it’s easy to obtain huge quantities of them makes them useful as chaff/as a buffer unit to have in front of siege units, plus while a spear may not be as damage heavy as some weapons, it’s high initiative means that any spearmen who do make contact should at least get a hit in. Your most basic human unit armed with spear and shield. ![]()
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