As Seravy said, if you're going mono realm then you're likely bypassing most commons since much of the strength lies in those easily researchable uncommons. That said, Ghouls are quite powerful early, just make sure you are saving some of your weak dungeons for them so you get the undead units. If you kill the War Bears with basic units instead of Ghouls you just weakened your army.
With Chaos, I like to play Halfling and Sage. You get units that are amazing with flame blade early, and their research propels you to rare spells quickly. Elves for longbows is also quite good. As discussed during balancing discussions for CoM2 Chaos is great late game so their early game is weak. The issue is less with Chaos having a bad early game and more with Sorcery having a good early, mid, and late game (although playing against Death mages does create a challenge). If Sorcery had weaker commons, Chaos would look fine.
Also, don't underestimate Chaos Channels. Yes it's better when paired with out realms that buff fantastic creatures, but it's also great with a Soul Linker hero. If you're lucky enough to get the Beastmaster early, you turn all your units (especially heroes) into flaming hordes of destruction. It's also amazing with Draconians since their melee units will always get +3 defense. Halberdiers + Chaos channels and even just bowmen + firebolt can handle a lot of things.
Regarding a defensive/research playstyle for Chaos, Summon Volcano is a great spell for a defensive game, killing off minerals if you need to, turning your tundra into potential minerals (and eventually mountains) and gaining you power income. Taking the Archmage retort to boost casting skill helps here. Once you get your skill up to 50, being able to spam volcanoes can keep you competitive without actually conquering much.
Regarding Shadow Demons... I love hearing new perspectives. I've never considered Shadow Demons weak, but they have been nerfed considerably from the original game where they were quite overpowered. They still seem powerful on both defense and offense (mostly because of regenerate). Of course they get countered by something (high defense units and/or save spells/effects) as otherwise they would ruin the game. Darkness works well with them. Plus they die so slowly you have plenty of time to cast things like weakness on each enemy unit. It's possible at this point they're slightly over costed or their research cost is too high. I do use them less than I used to, but they rarely feel like a bad investment. Their low movement speed is the only thing that ever really ends up keeping them out of my armies.
I think between Fate Mastery + Warp Creature (for save spell/effect combos), Flame Blade + Chaos Channels (for buff strategies), Raise Volcano (Nature), Wall of Fire (Defense with no upkeep), Warp Wood (cheap hard counter to certain battles), and Fire Bolt (works with everything, but especially fliers) there's no need to buff.
If you wanted to buff something, giving Hell Hounds 4 movement and/or 5 fire breath would work I think. They would be more useful to attack with, but would still be easily countered by getting in the first hit or with range. As it stands I rarely bother to even research the spell as building cheap units + flame blade is usually a better option.
With Chaos, I like to play Halfling and Sage. You get units that are amazing with flame blade early, and their research propels you to rare spells quickly. Elves for longbows is also quite good. As discussed during balancing discussions for CoM2 Chaos is great late game so their early game is weak. The issue is less with Chaos having a bad early game and more with Sorcery having a good early, mid, and late game (although playing against Death mages does create a challenge). If Sorcery had weaker commons, Chaos would look fine.
Also, don't underestimate Chaos Channels. Yes it's better when paired with out realms that buff fantastic creatures, but it's also great with a Soul Linker hero. If you're lucky enough to get the Beastmaster early, you turn all your units (especially heroes) into flaming hordes of destruction. It's also amazing with Draconians since their melee units will always get +3 defense. Halberdiers + Chaos channels and even just bowmen + firebolt can handle a lot of things.
Regarding a defensive/research playstyle for Chaos, Summon Volcano is a great spell for a defensive game, killing off minerals if you need to, turning your tundra into potential minerals (and eventually mountains) and gaining you power income. Taking the Archmage retort to boost casting skill helps here. Once you get your skill up to 50, being able to spam volcanoes can keep you competitive without actually conquering much.
Regarding Shadow Demons... I love hearing new perspectives. I've never considered Shadow Demons weak, but they have been nerfed considerably from the original game where they were quite overpowered. They still seem powerful on both defense and offense (mostly because of regenerate). Of course they get countered by something (high defense units and/or save spells/effects) as otherwise they would ruin the game. Darkness works well with them. Plus they die so slowly you have plenty of time to cast things like weakness on each enemy unit. It's possible at this point they're slightly over costed or their research cost is too high. I do use them less than I used to, but they rarely feel like a bad investment. Their low movement speed is the only thing that ever really ends up keeping them out of my armies.
(May 30th, 2021, 11:30)Seravy Wrote: Chaos being possibly too weak especially as a secondary realm in your picks was a topic I raised during beta testing but there wasn't much responses if I remember that correctly so the most I could do was the small buff to Warp Wood and Fate Mastery. There aren't really any Chaos spells that are outright underpowered and being above average on most spells isn't really necessary on a realm that should be a late bloomer. So I'm not sure which spell could be buffed, how, and if it's necessary or not.
I think between Fate Mastery + Warp Creature (for save spell/effect combos), Flame Blade + Chaos Channels (for buff strategies), Raise Volcano (Nature), Wall of Fire (Defense with no upkeep), Warp Wood (cheap hard counter to certain battles), and Fire Bolt (works with everything, but especially fliers) there's no need to buff.
If you wanted to buff something, giving Hell Hounds 4 movement and/or 5 fire breath would work I think. They would be more useful to attack with, but would still be easily countered by getting in the first hit or with range. As it stands I rarely bother to even research the spell as building cheap units + flame blade is usually a better option.