My preferred choice for non-arcane military units will be chariots and paramanders. The latter unit is especially good as a stack defender, protecting the srawny adepts/mages. Depending on the map layout and closest neigbours, I might need Soldiers of Kilmorph, hunters or boar riders in the early game to ward off raiding parties or even a full blown rush. Wood golems are a possibility too as garrison units, but they are so slow and heal even slower.
[EitB LVIII Spoilers] coldrain prolongs the Age of Fire
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Turn 3
Decided to continue east with scout, as I caught a glimpse of the small river there. Mud golem finished winery. Not much else happening on these early turns. No sign of copper yet, which I should see with mining already unlocked. (January 13th, 2025, 16:34)coldrain Wrote: No sign of copper yet, which I should see with mining already unlocked. I was tempted to make a joke along the lines of, "Wait, there's copper in FfH??" but decided that would be in poor taste. Instead, here's a post from eventual game-winner Miguelito in EitB LVI, who had previously received ... uh ... difficult strategic resource locations in a couple of his first games here, one of which (off-shore Iron in his very first game here, when I failed to think the effects through adequately) was absolutely my fault: One turn after researching Mining with no copper yet explored.
Turn 9
I’m sure that the metal is nearby, the Dwarves need material for their fine crafts and tools! I’m risking a bit more exploration with my first warrior, while a second one is garrisoning the capital. Nice grassland river in the west, although not a lot of hills there. On turn 8 my scout had the option to enter a chaos flare and got mutated: Heroic attack and light (-20% strength, +1 movement) promotions for free. I’m now planning to send the scout back to capital so I can save him for later use. Opponent analysis is being written, but will take some more time to finalize. |