Build
Gnolls
2x Life (Holy Armor)
2x Death (Cloak of Fear)
1x Chaos
3x Nature (Resist Elements, Water Walking)
Warlord
Tactician
Omniscient
Reasoning
This build is exceptionally good at taking neutral cities early on. Wolf Riders with Water Walking can explore the entire map in no time, and they're capable of taking out many neutral cities unaided. To complement them, I've chosen cheap spells:
Cloak of Fear renders many enemy units completely useless. I've taken out a full complement of wolf riders and gnoll halberdiers with just 2 wolf riders enchanted with Holy Armor and Cloak of Fear. They had 5 resistance and did 80% less damage to me, that's crazy.
Holy Armor supplements Cloak of Fear nicely. It's a very cheap spell with no upkeep, taking my early wolf riders to an impressive 6 defense.
Resist Elements counters enemy shamans perfectly. Without this, 4-5 shamans are often able to take out a unit of wolf riders (especially those pesky Halfling shamans).
Water Walking is crucial for early exploration and conquest. I much prefer this over Earth Lore now, at least when I'm playing gnolls.
Gnolls are amazing out the gate. Wolf Riders are incredibly powerful for their cost and low building requirements, letting me field a strong force much earlier than all other races. Barbarian cavalry are also very decent, but are much more fragile and lack scouting and pathfinding. Other than wolf riders, gnolls are decent. I have access to all important mid-game buildings, and I can build Amp Towers for late game power. Basic gnoll units are also decent, gnoll spearmen are actually able to do damage. With Warlord and Tactician, they're 5/2 units out the gate.
Strategy
I'll be pushing heavily for neutral cities. With my retorts and spells, wolf riders can take out any neutral city with little trouble. I'm counting on this to give me a large economic edge early on, as well as access to additional races. Nomads and barbarians are a big scoop, giving me access to complementary 5 movers. One big downside of gnoll riders is that they can't take out sprites, horsebowmen and barbarian cavalry help with that.
Along with taking neutral cities I'll also be exploring massively. I plan on getting 4 wolf riders before moving on to other things, probably spearmen for unrest control. After taking out a handful of neutral cities I need to pick an AI early on to target for easy cities. This is where it gets tricky. Taking the cities is trivial, keeping them will tie up my forces. If I save one unit of wolf riders for each conquered city, I'll quickly run low and expose myself to sprite attacks. I will try to do so anyway, though. A handful of size 1 cities with sawmills will help tremendously. The main threat at this point is Confusion. All other common spells won't take me out, even Black Sleep can be survived if the enemy doesn't have ranged units.
I'll build a single gnoll settler to found a good production city: At least 50% production bonus, iron or coal, maybe mithril. I'll use my conquered neutral cities to settle resource sites, halflings are obviously best for this. I'll rush builder's halls in high pop sites, sawmills in high production sites.
I don't really have much of a mid-game strategy, other than what Nelphine mentioned. I'll be going for unit spam to overwhelm the AIs early on, hoping to finish off the first AI after stealing 4-5 cities and then quickly moving on to number 2. I've been doing a lot of early game practice lately, haven't really played that much to mid-game and beyond. This challenge should prove interesting! I fully expect to win all 3, but my confidence may turn out to be misplaced. I don't think I've even played with the latest build yet, these games will be played with it.
Gnolls
2x Life (Holy Armor)
2x Death (Cloak of Fear)
1x Chaos
3x Nature (Resist Elements, Water Walking)
Warlord
Tactician
Omniscient
Reasoning
This build is exceptionally good at taking neutral cities early on. Wolf Riders with Water Walking can explore the entire map in no time, and they're capable of taking out many neutral cities unaided. To complement them, I've chosen cheap spells:
Cloak of Fear renders many enemy units completely useless. I've taken out a full complement of wolf riders and gnoll halberdiers with just 2 wolf riders enchanted with Holy Armor and Cloak of Fear. They had 5 resistance and did 80% less damage to me, that's crazy.
Holy Armor supplements Cloak of Fear nicely. It's a very cheap spell with no upkeep, taking my early wolf riders to an impressive 6 defense.
Resist Elements counters enemy shamans perfectly. Without this, 4-5 shamans are often able to take out a unit of wolf riders (especially those pesky Halfling shamans).
Water Walking is crucial for early exploration and conquest. I much prefer this over Earth Lore now, at least when I'm playing gnolls.
Gnolls are amazing out the gate. Wolf Riders are incredibly powerful for their cost and low building requirements, letting me field a strong force much earlier than all other races. Barbarian cavalry are also very decent, but are much more fragile and lack scouting and pathfinding. Other than wolf riders, gnolls are decent. I have access to all important mid-game buildings, and I can build Amp Towers for late game power. Basic gnoll units are also decent, gnoll spearmen are actually able to do damage. With Warlord and Tactician, they're 5/2 units out the gate.
Strategy
I'll be pushing heavily for neutral cities. With my retorts and spells, wolf riders can take out any neutral city with little trouble. I'm counting on this to give me a large economic edge early on, as well as access to additional races. Nomads and barbarians are a big scoop, giving me access to complementary 5 movers. One big downside of gnoll riders is that they can't take out sprites, horsebowmen and barbarian cavalry help with that.
Along with taking neutral cities I'll also be exploring massively. I plan on getting 4 wolf riders before moving on to other things, probably spearmen for unrest control. After taking out a handful of neutral cities I need to pick an AI early on to target for easy cities. This is where it gets tricky. Taking the cities is trivial, keeping them will tie up my forces. If I save one unit of wolf riders for each conquered city, I'll quickly run low and expose myself to sprite attacks. I will try to do so anyway, though. A handful of size 1 cities with sawmills will help tremendously. The main threat at this point is Confusion. All other common spells won't take me out, even Black Sleep can be survived if the enemy doesn't have ranged units.
I'll build a single gnoll settler to found a good production city: At least 50% production bonus, iron or coal, maybe mithril. I'll use my conquered neutral cities to settle resource sites, halflings are obviously best for this. I'll rush builder's halls in high pop sites, sawmills in high production sites.
I don't really have much of a mid-game strategy, other than what Nelphine mentioned. I'll be going for unit spam to overwhelm the AIs early on, hoping to finish off the first AI after stealing 4-5 cities and then quickly moving on to number 2. I've been doing a lot of early game practice lately, haven't really played that much to mid-game and beyond. This challenge should prove interesting! I fully expect to win all 3, but my confidence may turn out to be misplaced. I don't think I've even played with the latest build yet, these games will be played with it.