Gnolls:
Economy:
Gnolls do not have a good economy. They can't build up advanced buildings, and they miss the Magic Market, which is a serious hole in their infrastructure. They can build Shrines and Cathedrals, but this is a poor substitute for Wizard's Guilds and Magic Markets. Besides that, nothing really stands out in their lineup. They can thankfully build Sage's Guild and Amplifying Towers atleast, but without anything but a Miner's Guild to speed them up, they are delayed projects. This ranks a D, losing the Magic Market is disastrous but there's some saving grace in their late game buildings.
Military:
Regular units are very mediocre. +3 attack and 3 movement sounds great on paper, but in practice they are defeated by their low resistance and mediocre defense. You have to churn out many of them to have any fighting chance, and they are practically helpless against Chaos or Death wizards. They rank a dismal D here, the only real upside being their lack of any nerf against the "average" unit.
Of their unique units, only the Wolf Rider is worth deploying. Wolf Riders are their substitute for regular cavalry, sporting significantly more HP and attack. They lose First Strike, however they move at speed 5 and have innate pathfinding. This is seriously amazing, considering that all it takes is a Stables to unlock them. And I've not even mentioned the Scouting range of 2. Most Gnoll games are won or lost with this unit, as they can't survive well without capturing other races. Wolf Riders conquer most early game cities easily, provided they are massed enough and well supported.
On the other side of the spectrum, the Jackal Rider is a disappointment in almost every aspect. They have high damage potential thanks to their high figure count, however it's hard to actually use that in practice. They have low resistance, low defense and low HP per figure, meaning that in any serious fight they will sustain huge casualties. For whatever reason, they lose the Scouting and Pathfinding of their predecessors, AND move 1 point slower. Seriously, this unit is straight up failed design in my eyes.
Thus, Gnolls get a C for their unique units. The amazing strength of the Wolf Rider is seriously dampened by the dead air of Jackal Riders. Infact were it not for Wolf Riders they would have ranked significantly lower here.
On the seas, their boats are solid, but not spectacular. They get no further than Galleys, and get nothing to substantially boost their production. This is firmly a middle of the road C navy.
Wizard support:
Gnolls are awful at supporting wizards. Not having Magic Markets is a serious liability, and restricts available power for a wizard. They are also not particularly good at claiming lairs, the offensive boost doesn't help them survive tough creatures, they can't hit the air, and they don't have any ranged capabilities at all. If the Gnoll wizard does survive into the late game though, Sage's Guilds and Amplifying Towers are handy buildings and will greatly boost research and casting skill, though it will take some time for Gnolls to build them.
Overall:
Gnolls are on a ticking clock from turn 1. They need to build and rely heavily on their Wolf Riders to conquer enough of other wizards, or other races before they get outmatched. If they miss their window, there's few chances of coming back. Wolf Riders are thankfully good enough to make this work usually, but this strategy has drawbacks in that you're limited to what neutral towns and races other wizards picked, instead of being able to build a solid core with your starting race. Gnolls are a rush race in the purest sense of the term, they have absolutely no late game to speak of.
Economy:
Gnolls do not have a good economy. They can't build up advanced buildings, and they miss the Magic Market, which is a serious hole in their infrastructure. They can build Shrines and Cathedrals, but this is a poor substitute for Wizard's Guilds and Magic Markets. Besides that, nothing really stands out in their lineup. They can thankfully build Sage's Guild and Amplifying Towers atleast, but without anything but a Miner's Guild to speed them up, they are delayed projects. This ranks a D, losing the Magic Market is disastrous but there's some saving grace in their late game buildings.
Military:
Regular units are very mediocre. +3 attack and 3 movement sounds great on paper, but in practice they are defeated by their low resistance and mediocre defense. You have to churn out many of them to have any fighting chance, and they are practically helpless against Chaos or Death wizards. They rank a dismal D here, the only real upside being their lack of any nerf against the "average" unit.
Of their unique units, only the Wolf Rider is worth deploying. Wolf Riders are their substitute for regular cavalry, sporting significantly more HP and attack. They lose First Strike, however they move at speed 5 and have innate pathfinding. This is seriously amazing, considering that all it takes is a Stables to unlock them. And I've not even mentioned the Scouting range of 2. Most Gnoll games are won or lost with this unit, as they can't survive well without capturing other races. Wolf Riders conquer most early game cities easily, provided they are massed enough and well supported.
On the other side of the spectrum, the Jackal Rider is a disappointment in almost every aspect. They have high damage potential thanks to their high figure count, however it's hard to actually use that in practice. They have low resistance, low defense and low HP per figure, meaning that in any serious fight they will sustain huge casualties. For whatever reason, they lose the Scouting and Pathfinding of their predecessors, AND move 1 point slower. Seriously, this unit is straight up failed design in my eyes.
Thus, Gnolls get a C for their unique units. The amazing strength of the Wolf Rider is seriously dampened by the dead air of Jackal Riders. Infact were it not for Wolf Riders they would have ranked significantly lower here.
On the seas, their boats are solid, but not spectacular. They get no further than Galleys, and get nothing to substantially boost their production. This is firmly a middle of the road C navy.
Wizard support:
Gnolls are awful at supporting wizards. Not having Magic Markets is a serious liability, and restricts available power for a wizard. They are also not particularly good at claiming lairs, the offensive boost doesn't help them survive tough creatures, they can't hit the air, and they don't have any ranged capabilities at all. If the Gnoll wizard does survive into the late game though, Sage's Guilds and Amplifying Towers are handy buildings and will greatly boost research and casting skill, though it will take some time for Gnolls to build them.
Overall:
Gnolls are on a ticking clock from turn 1. They need to build and rely heavily on their Wolf Riders to conquer enough of other wizards, or other races before they get outmatched. If they miss their window, there's few chances of coming back. Wolf Riders are thankfully good enough to make this work usually, but this strategy has drawbacks in that you're limited to what neutral towns and races other wizards picked, instead of being able to build a solid core with your starting race. Gnolls are a rush race in the purest sense of the term, they have absolutely no late game to speak of.