October 10th, 2020, 14:13
Posts: 343
Threads: 4
Joined: Mar 2020
HM are probably one of the most difficult races to play well. Their early game is militarily very bad, but they can develop cities pretty quick. Thanks to a horrific unrest table, you don't benefit as much from conquering most other races compared to building up your own.
A good strategy would make use of HM's unique strengths. -15% build cost on everything is huge, especially when the race can build all the buildings, and it applies to direct production and buying buildings. It is arguably the best economy race in the game. You can build up faster than anyone body else, and you also get the maximum bonuses to production, gold, food, because you have access to Mechanicians', Merchants', and Animists' Guilds, plus Engineers for roads. Even worthless 0 pop cities can become useful because you could make enough gold to just buy all the buildings that give non-pop scaling bonuses, especially the critical Amplifying Tower, and your ROI is better than any other race.
HM enjoy high figure counts on Magicians too. Compared to Elf or Halfing Magicians who get +10% Hit on a base 30%, +2 extra figures on base 4-figures is actually an even bigger boost, especially when buffed or with orihalcon. Not only do they have more total attack power, they also have extra HP to survive longer. You also get them way earlier because your pop growth is better and Wizard's Guilds cost less.
The Crusaders and Pikemen with their 8 figures are also meant to be buffed. You can do that with either Life (the best fit for HM), Chaos, minerals, or just by building War Colleges. Buffed Pikemen can destroy Very Rare summons, and Crusaders are an incredible healing tank unit. The ability to cast a heal spell without using up your combat cast for the turn, and have it on a durable unit unlike races that are limited to shamans, is extremely useful.
The key to HM is buffing and growing the economy as fast as possible, while surviving the early weakness. Alchemy is key to this. Use spearmen to garrison for unrest. Buy buildings. HM's not very good at attacking lairs, but you do at least get cavalry, and your magicians are decent with buffs.
Another interesting build option for HM is the Guardian retort. Both HM and Guardian benefit from focusing exclusively on home-race cities, and Guardian definitely helps protect towns in the early game, and continues to make a huge difference on your high figure buffed units later. The +6 to max pop is also great for making use of those spots nobody else can, especially the mountain areas that have a huge prod bonus, so you can instantly get decent production after buying sawmill and stables regardless of your pop.