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Age of wonders iii tips and tricks
Age of wonders iii tips and tricks










age of wonders iii tips and tricks

Because the defender only gets to spend an AP after the attacker, a single attack from a flanking position eats up one of the defender's AP (for turning) and does not actually let them hit back (because they'd need a second attack to be able to counter). In particular a unit turning to counter-attack takes one AP, and the follow-up attack takes a second. Really the heart of the game is in the combat though, so it pays to understand this pretty thoroughly. Warlord is harder, because you need to build your dudes from buildings, which may not be particularly conveniently located to the front line. Sorcerer is seriously easy, because you don't have a huge amount of buildings to manage you just basically summon as much stuff as you can. In terms of class, some are easier than others. I ended up with hordes of what I can only imagine were very cheerful undead. Then I cast a spell on them that made them not care about my habit of having birthday parties for cute puppies and not dining on the flesh of the innocent.

AGE OF WONDERS III TIPS AND TRICKS FULL

I once managed to, via being just the most sickeningly perfect person ever, to seduce a city full of hateful undead into joining me. Occasionally it may seem like you're going to have to violate your alignment, but this can usually be avoided. Even more so if you take some alignment specific skills. When it comes to the morality system, you should basically pick whatever you're going for at the beginning of the game, and stick to it. This can be particularly handy for leaders like the Warlord, who can otherwise only get their good units from relatively upgraded (read: expensive) cities. That gets you access to another T4 unit, which are usually summons. When it comes to leader creation, I find it's always worth dumping two of your three orbs into getting the second tier skills, then rounding out with the third in whatever seems cool or useful. Also what specific race-class are you playing I can provide specific tips there as well. What expansions do you have? They change the game pretty significantly, and there are expansion specific tips. Items also feed into this flying mounts especially are incredibly useful.Ħ) The Tome of Wonders is really helpful, so give it a look when you're confused. Army buffs are great, vision buffs are great, unit conversion is great (Convert, Befriend Animal, that sort of thing), and having meaningful defenses is also broadly helpful. Competitive multiplayer tends to favor minmax ranged power over everything, but there are other good options. Naga and healers are generally solid, but they're particularly strong in situations where you're up against the attrition of multiple small fights in a row because they either regenerate and have a self heal that can push beyond starting battle HP or can heal others beyond starting battle HP.ĥ) Leader abilities are also critical. Goblin swarm darters are pretty decent archers in general they get moved up to spectacular in siege offense because they basically do not care about walls. Used to be the reed snake jumped from tier 1 to tier 4, which was downright ridiculous when you whipped that out at turn 15 or so.Ĥ) Think about what units are going into which fights. This routinely jumps a unit from tier 1 to tier 3, and you can often get them early. If you're playing Archdruid in particular you'll see a lot of it, where a tiny snake or spider has, buried in its stats, the "evolve" tag. There are exceptions here (losing 1 tier 1 unit for a gold mine that gives +30 a turn is definitely worth it, throwing away a scout because you have battle magic that will blow the hell out of an opposing army is almost always worth it)ģ) The evolve ability is your best friend. Try and protect unit HP as much as possible too. Try to pick fights where you won't lose units, then fight defensively. They basically all provide bonuses, and the closest you get to building tall is upgrading a few cities really heavily while the rest are basically just resource production with min imal enhancement.Ģ) Fights should emphasize unit survival first and foremost. Building "tall" where you have just a few cities really isn't a thing throw down as many as you can defend.












Age of wonders iii tips and tricks