![]() Age of Wonders III is no walk in the park and the expansions are proof of this. It will ultimately offer more replay value in the scenarios and online multiplayer. ![]() Each race feels unique and special, and not a generic reskin of each other, which is a credit to this style of game. Plus with the forthcoming expansion, Eternal Lords, two races from prior Age of Wonders games (Frostling and Tigran) are coming back for another go around. It’s challenging, but always offers a nice broad world to explore and dozens of ways to accomplish your goals. Quite a bit faster for scouting/flanking than the dreadreaper).I love this style of gameplay. I go for shadowborn mastery to get mab's boon (synergizes with quick migration), entwined by shadows (just an awesome skill that adds much-needed resistances and some good damage), and the fallen angels (not the best for some things, but a fun unit to have. Like others are mentioning, shadowborn is almost a must-get for the lifesteal. Rugged pioneers is the weakest, but it's still hella useful if you're escorting a pioneer or want to stick a fortress near that mythic structure you just cleared. ![]() ![]() Expansionism and fertility rites are obvious choices, especially considering how slow the Necromancer can grow if you lose a few units early and can't fight some of the tougher groups (then you have to make units instead of making, say, a master's guild, which delays you even more, etc.) These two researches help begin the snowball. Swift migration is awesome - goes well with shadowborn and makes a huge difference in hotly-contested areas. I generally play on larger maps and so expander is almost essential. ![]()
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