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Ahriman's
Betrayal
Player's Guide
v 0.0.3.54 |
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CONTENTS |
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ARCHERS |
All archers have had their siege penalty increased, their hp
chopped, and more units get bonuses against them. They no longer walk
around solo, taking towns and crushing cavalry. They did get their
upkeep reduced to 1w, they gain an archer captain, their move increased
to 22, and their ROF increased to around 75%. This makes them better at
their primary purpose -shredding lightly armored or otherwise vulnerable
units- while preventing the ground game from centering around just
archers.
Mareten
-Bowmen are the standard archer unit for
mareten, available to all 3 factions. 32av 22mv 60hp. Provided bonus is
+2 morale
-Black Watch archers are Nats specialist
archer unit. 30av 24mv 60hp. They have a gained +10bloodlust and are
more expensive than Bowmen.
-Glade Guards are Council's specialist
archer unit. 30av 24mv 60hp. They have gained trailblazing, and provide
10% recon bonus and +3dv vs archers.
-Levy Archers are Royal's specialist archer
unit. 26av 22mv 40hp. The have no upkeep, bad morale, and cost the same
as archers (but no carp guild bonus).
-Crossbowmen are available to all Mareten.
62av 18mv 60hp. They still have 25% ROF, and are 200% vulnerable to
missile fire. They require a blacksmith to recruit and their upkeep is
1i.
-Horse archers are unique to Council. 28av
40mv 60hp. They have 50% ROF and have gained +4dv vs archers and +20
bloodlust. They provide +10% recon, bloodlust +10 and +4dv vs archers.
While excellent chase units, the speed at which even the lightest
cavalry cut through them makes them a specialty unit instead of a
staple.
-Elite Bowmen are also Council. 30av 22mv
50hp. They have 100% ROF and magic ranged attack. They are 1m upkeep and
require woodmill/library.
-Trackers are a support-only Royalist unit.
26av 24mv 60hp. They provide trailblazing. 1w upkeep, woodmill req.
Ceyah
-Bonebows are their standard archers. 30av
20mv 60hp. They have 75% ROF and normal skeletal unit resist/vulns.
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CAVALRY |
All cavalry units have undergone considerable changes as
well. In general they move faster, hit harder, but are less durable and
have no siege ability. All non-scout cavalry have +3-5 reverse damage,
to reflect the combat abilities of their mounts.
Mareten
-Scouts are not really combat units. 6av
44mv 20hp. They have toughness, and can survive a couple melee hits, but
are not intended for melee. They have gained trailblazing, as does their
captain, and they have good vision.
-Light Cavalry are lightly armored melee
horsemen. 28av 40mv 125hp 1w upkeep. They have normal cavalry vision and
provide +10% as support. They have gained +25 bloodlust and +40 archer
foe, and have -5av vs cavalry.
-Lancers are anti-cav cavalry. 32av 34mv
140hp 1i upkeep. +10 bloodlust, +20 archer foe, +4dv vs archer, +2dv vs
cav, no av penalty vs cavalry.
-Medium Cavalry are built for running
through infantry formations. 42av 34mv 150hp 1i upkeep. +10 bloodlust,
+20 archer foe, -20av vs cavalry. (changed v3.54)
-Heavy Cavalry are Nationalist only. 54av
28mv 175hp 1w1i upkeep. They have 13dv and +12 dv vs archers, +5
bloodlust, -25av vs cavalry. They are versatile in most ways, but like
all cavalry they cannot siege.
-Dragoons are the heaviest cavalry (all
faction). 64av 28mv 190hp 2i upkeep. They have 16dv and +16dv vs
archers. +5 bloodlust, -40av vs cavalry.
-Knights are a Royalist support unit
requiring fortified wall. 64av 28mv 220hp 4i upkeep. They have 16dv and
+18dv vs archers. They provide +10% resupply, +morale, and +3av +2dv.
They represent the nobles themselves taking to the field with their
squires.
Ceyah
-Shadelings are cheap and highly
expendable. 20av 45mv 10hp no upkeep. They have trailblazing and provide
+20% recon. +25 bloodlust, +25 cav foe, +25 archer foe. ROF 136% 150%
holy vuln. They are great at attacking fleeing or already-engaged units,
but get swatted like flies when attacked.
-Shadow Beasts are strong fast cavalry, but
not very tough. 60av 40mv 50hp 1m upkeep. Armored - reduces non-magic to
25%, +40 bloodlust, +10 bloodlust provided, 290% holy vuln. -40av vs
cavalry.
-Void Beasts are Ceyah's elite cavalry.
70av 24mv 220hp. Melee and range resistant take 10%. Magic and Holy
vulnerable take 290%. -40av vs cavalry.
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INFANTRY |
The infantry line is still the backbone of armies, but there are a few
differences here.
All basic infantry are 1i upkeep and require blacksmith; all basic foots
1w upkeep, all but footman and levy require woodmill.
The provided bonuses of the frontline units come into play anytime they
are used in a support slot of a company. This is true both for full
companies (6 infantry units) and mixed companies (infantry/pikeman/skirmisher).
Mareten
-Infantry gained 30hp to 250, moves 18,
gains +8 dv vs archers, and provides +1av/dv and +2 morale when in a
support slot. They are the backbone of the army both for their use as a
tough melee frontline, and for their unimpeded siege ability. The system
of allowing frontline units to provide morale and a small combat bonus
in support slots is used for most frontline units. It allows a much
larger mix of company compositions, since there are good reasons to make
non-uniform companies. This does lower the relative strength of short
companies somewhat.
-Footmen move 22 and provide 1 morale and
3av/dv vs cav in support, but otherwise are basically unchanged.
-Grenadiers for Royalist (and
Heavy Infantry for Nats) changed
considerably but are still 14mv. They are now 1i upkeep, gain +16dv vs
archers, and provide +1av/+1dv in support slots. They are one of the
most efficient combat units, but their slow speed is still a hindrance,
especially with the changes to cavalry.
-Disciples are more specialized. 18av (both
attacks), 8dv 24mv 125hp. 1s1i upkeep, requires temple. They lose to
Mareten units, but their bonuses make them excellent vs ceyah. They have
+2 holy both gained and provided, +4dv vs shadow gained +2 provided, 50%
toughness, and holy/khaldunite damage types for their 2 attacks (both
88% rof).
-Pikemen are basically a new unit. They
have huge cavalry bonuses, but poor combat stats vs other units. Their
provided bonus of +7av/dv makes them highly useful support units, but
they move 20, so they slow down footmen and faster units. Pike/pike/pike
is basically a phalanx, and cavalry come near this at great risk.
Pikemen have a -dv penalty vs archers (in addition to their already poor
base dv) and no siege ability.
-Skirmishers are a support unit using the
footman model, providing dominion, +1av/dv, and +5dv vs archers. They
take reduced damage from melee/range fire and move fast (26) and attack
quickly (150% rof). Their av is low, hp only 50, minimal siege ability,
and take extra damage from cavalry. This makes skirmishers better than
foots against light troops (including many monsters) but vulnerable to
cavalry, mages, AOE damage, and unable to help siege.
-Forest Guards were added as a Council
footman variant. They have no cavalry bonuses, but gain trailblazing
(not as a provided) and move 24. Forest guards as support provide recon
and +3dv vs archers. Glade captains trailblaze as well, but since forest
guards don't provide trailblazing, support options (including Kohan) are
limited if a ranger is not included.
-Black Watch were added as a Nationalist
footman variant. They have no cav bonuses, but move 24, have gained +10
bloodlust and better morale than footmen. Their provided is +1av and
3morale.
-Peasant Levy was added for Royalist. They
are upkeepless conscripts with minimal combat ability (think zombie) and
poor morale. Their provided is +1 morale, merely a reflection of the
feeling of security in numbers.
-Mercenaries (Nat/Roy) are 24av/10dv
infantry types with 20 speed, +4dv vs archers, and poor morale. They
require bank to recruit and are upkeepless. Their provided is +5
bloodlust.
-Elite Guards are Nats elite infantry. 30av
18dv 14mv 1i1m upkeep. Magic attack, 115% ROF, +18dv vs archers, magic
resistant take 75%. They have 350hp and are excellent frontlines, but
probably not worth the mana upkeep if their magic damage is not needed.
-Engineers are 20av 8dv 200hp 22mv. They
provide 110% recon, +2 morale, very rapid entrenching (15%), and +15
siege.
-Combat Engineers are Council only. They
are 20av 8dv 200hp 24mv trailblazing with 1s1w upkeep. They build faster
than normal engineers. They provide 115% recon, +2 morale, very rapid
entrenching (15%), and +5 siege.
-Pioneers are Council only. They are 18av
4dv 200hp 24mv trailblazing with 1s1w upkeep. They settle faster than
normal settlers. They provide 115% recovery (same as normal settlers).
So with the combinations of provided bonuses and speeds (20-24), you
have a large variety of good company compositions. With the exception of
a pike phalanx and pike/skirms, all of the combinations have some siege
ability and so can be used for indy/lair hunting as well as fighting the
enemy. You recruit based on needs or anticipated needs, or you can
simply mix the support to make a well-rounded company instead of a
focused one. For example, foot/foot/foot can all siege, has +11/+6 vs
cav, moves 22, and has base 20av vs other units. Foot/pike/pike has
+19/+14 vs cav, but moves 20, the pikes don't siege, and pikes have 16av
vs non-cav and are very vulnerable to archers. It is pretty good vs
heavy cavalry, but somewhat overkill vs light cav and poorer for
general-purpose use. Mixing various foot units with infantry is quite
viable, and levies can be used to fill out companies at minimal expense
(and minimal benefit).
Ceyah
-Skeletons are still Ceyah's infantry unit,
cost back to 3g, provided +1av, 20mv.
-Bone Reavers are available via mana forge.
They get 28av and +1av/dv provided, are 1m upkeep and move 22. Bone
reavers deal a small amount of morale damage every hit. They are less
vulnerable to magic than skeletons (110% instead of 125%).
(changed v3.54)
-Zombies are 2g commission, +1av provided,
move 14, otherwise unchanged.
-Rhaksha Slaves are 3g commission, gained
+20 bloodlust, provided +5 bloodlust, bad morale, but 28mv.
-Mercenaries are same as for Nats/Royals.
-Shadow Knights are 14mv and 1i1m upkeep,
but extremely powerful. They have 30av 18dv 400hp, and provided is +1av/dv.
They still deal vorpal damage (30), and have +18dv vs archers and 5pt
reverse damage in melee. They are fearsome melee units, but extremely
(290%) vulnerable to magic and khaldunite.
-Plague Bearer is a new zombie-model unit
with a 25av unholy attack and +25 unholy damage. They are slow (10mv)and
have zombies' magic and holy vulns. Their plague is excellent vs
Maretens, but they don't pose any threat to Ceyah; unholy damage deals 0
vs shadow units. Maretens are advised to kill them without being hit in
return (archers). (changed v3.54)
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SUPPORT |
Most support units have been changed, and many new ones have been added.
Mana regen rates have sometimes been changed, notably for AOE damage
spellcasters; if you see a unit like Elementalist with only one spell
-and AOE damage at that, you can assume its regen rate has been slashed.
Most spellcasters have between 100 and 150hp, exceptions will be noted.
Movement rate for spellcasters is generally 22, and unless noted their
component reqs are just temple OR library -not upgraded.
Mareten
(factions are denoted by A=all, R=Royalist, C=Council, N=Nationalist)
-Clerics (A) are 1i1m upkeep and cast
Blessing and Recovery. They Provide: 130% resupply rate, +4 morale,
+2holy.
-Mages (A) are 2m upkeep and cast Fireball
and Immolation. They Provide: Dominion 110% ZOC, +6 morale. They have
personal 50% magic resistance.
-Paladins (A) are 1i1m upkeep, 38av 14dv
20mv 280hp. They Provide: 110% resupply, 75% morale loss in combat, +4
morale, +5 shadowbane. They gain +6 holy and +12 dv vs archers. Paladins
require blacksmith and temple.
-Battle Priests (R) are 1i1m upkeep, 20av
12dv 20mv 220hp. They Provide: 150% resupply, +8 morale, +2av +2dv. They
gain +2holy, and are now melee units.
-Celebrants (R) are 1i1m upkeep, and cast
Courage and Shower of Light. They Provide: Spell Immunity and +2 morale.
-Channelers (C) are 1i1m upkeep, and cast
Protection and Heal. They Provide: 150% resupply, +2 morale.
-Oracles (C) are 2s2m upkeep, and cast
Mystic Immunity and Invigorate. They Provide: 120% resupply, 120% recon,
+2 morale, and 50% Unholy and 50% magic resistance.
-Zealots (N) are 1s1i2m upkeep, and cast
Wash of Pain and Cloud of Fear. They Provide: +2 shadowbane and +2
morale. Zealots require Nightbringer temple upgrade.
-Fanatics (N) are 1i1m upkeep, and cast
Berserker's Rage and Terrify. They Provide: 150% resupply, +8 bloodlust.
-Sorceress (R) is 1s2m upkeep, and casts
Mystic Immunity and Shivering Blast. Provides valor (-2 rout check).
-Elementalists (R) are 2s2m upkeep, and
cast Meteor. They Provide: Dominion 130% ZOC, 50% magic resist and +12
siege.
-Wizards (C) are 2m upkeep, and cast Storm
Shield and Lightning. They Provide: +6dv vs archers.
-Stormlords (C) are 2m upkeep, and cast
Storm Shield and Chain Lightning. They Provide: Dominion 130% ZOC, and
+12dv vs archers.
-Summoners (N) are 2m upkeep, and cast
Mystic Shield and Summon Elemental. They Provide: 115% recon.
-Invokers (N) are 2m upkeep, and cast
Vulnerability and Shadow's Sleep. They Provide: 120% recon and +5
bloodlust.
-Maelstrom Engines (N) are 2w2m upkeep,
25av (Khald, AOE 3) 37% ROF 12mv 250hp. They require woodmill and
library.
-Acolytes (N) are 2i1m upkeep, and cast
Immortal Fury and Mystic Immunity. They Provide: 50% magic resistance.
-Archmages (C) are 1s2m upkeep, and cast
Fireball. They provide 200% resupply, magic weaponry, and valor (morale
check 2 lower). Their mana regen is noticeably lower than mages, and
they are frail (40hp).
-Assassins (N) are 1s1w1i upkeep, 30av 60%
ROF 22mv 50hp. They Provide: 120% recon, 112% movement rate, +25
bloodlust. They gain +40 bloodlust and don't siege.
-Conjurors (N) are 1s2m upkeep, and cast
Summon Shadeling Swarm and Terrify. They Provide: 120% recon.
-Druids (C) are 1s1w1i1m upkeep, and cast
Entangle and Summon Elemental. They Provide: 125% recon. Druids move 24
and have personal trailblazing, but they only have 40hp.
(changed v3.54)
-Enchanters (R) are 2m upkeep, and cast Ice
Storm and Haste. They Provide: Magic Weaponry.
-High Priests (R) are 3m upkeep, and cast
Courage and Banish Shadow. They Provide: 50% unholy resistance. High
Priests require the Eternal Path temple upgrade.
-Rangers (C) are 1w1m upkeep, 34av 60% ROF
22mv 50hp. They Provide: 120% recon, 112% movement rate, trailblazing,
and +10 bloodlust. Rangers deal magic damage at range and khaldunite
damage in melee.
-Sappers (R) are 2s upkeep, 20av 10dv 20mv
250hp. They Provide: 110% recon, +2 morale, Rapid Entrenching 40%, and
+30 siege. Sappers gain +100 siege, and require the Masonry Guild quarry
upgrade.
-Seers (C) are 2m upkeep, 4av 4dv 22mv
50hp. They Provide: 290% recon, 110% resupply, +2 morale.
-Warlocks (N) are 1s1i2m upkeep, and cast
Conflagration and Darkfire Immolation. They Provide: +5 bloodlust.
Warlocks gain 50% magic resistance but only have 75 hp.
(changed v3.54)
Ceyah
Ceyah support moves at 20 unless otherwise noted. Casters have 100-150hp
unless otherwise noted.
-Prophets are 1i2m upkeep, and cast
Darkfire Immolation and Life Leech. They Provide: +2 bloodlust. Prophets
require the Nightbringer temple upgrade.
-Shadow Priests are 1i1m upkeep, and cast
Shadows Blessing and Paralyze. They Provide: Valor -2 rout check.
-Dreadlords are 1i1m upkeep, 38av 12dv 20mv
280hp. They Provide: +3av, +4 bloodlust. Dreadlords gain +10 unholy dam,
+12 dv vs archers, and +10 bloodlust. Dreadlords require blacksmith and
temple.
-Necromancers are 1s1i2m upkeep, and cast
Horde of the Dead and Lethargy. No provided bonus. Necromancers are
frail (40hp), and the summoned skeletons have 100hp (but you get 5).
(changed v3.54)
-Wraiths are 1i1m upkeep, 24av 16dv 20mv
200hp. Wraiths attack in melee at 150% ROF. They Provide: Dominion 110%
ZOC. Wraiths gain 1% damage from melee/range (nonmagic), and 290% vuln
to magic and holy, also +25 bloodlust. Wraiths require blacksmith and
library.
-Shadow Demons are 1s2m upkeep, and cast
Dreadfire and Summon Shadelings. They Provide: +5 morale, +10 bloodlust.
Shadow Demons gain +6 Unholy dam, trailblazing, 75% from range, 150%
khald vuln. Shadow Demons move 26 and have 320hp.
-Macabres are 1s2m upkeep, and cast Terrify
and Summon Shadow Beasts. Macabres are frail (40hp), but move 24. They
provide +10 bloodlust, and their summoned beasts are frail but extremely
fast and vicious against running enemies. (changed
v3.54)
-Defilers are 1i1m upkeep, and cast Poison
Cloud and Cloud of Fear. They Provide: 115% movement rate, +10
bloodlust. Defilers move 18 (20 after their provided).
(changed v3.54)
-Devouts are 1i2m upkeep, and cast Unholy
Armor and Mystic Immunity. They Provide: 50% magic resistance. Devouts
move 20. (changed v3.54)
-Shadow Prophets are 1w1m upkeep, and cast
Spirit Leech and Mark of the Shadow. They Provide: +5 bloodlust, 80%
damage from holy, and +4 melee unholy. Shadow Prophets move 22 and have
100hp. (changed v3.54)
-Lich is 1i2m upkeep, and casts Shadowshock
and Summon Dead. They Provide: Dominion 120% ZOC. Liches gain 50% range
and melee resistance, and are 150% khald vulnerable. Liches require Mana
Forge and Library.
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KOHAN |
Kohan's movement rates are now based on their model (footman, scout,
etc). If you think about KAG, most of the "best" Kohan were those with
cleric, mage, or infantry type models, but moved at 34 speed and didn't
slow down even the fastest units. This is no longer the case, and makes
the speedier Kohan models relatively more powerful (they were generally
weaker in KAG). Bonus dv vs archers has also been added to some Kohan
based on their model (helps some of the infantry Kohan especially).
Cavalry and archer Kohan have siege penalties in exchange for their
speed bonuses.
All Kohan now have the toughness ability (normally 50%, more for a
couple). Because of this a 4+ Kohan rush would be extremely strong,
which is why it is recommended to start with just 1-2 Kohan, and leave
Seed Heroes turned on.
Some of the weakest KAG Kohan have been improved, either by addition of
a new spell, or an increase in their current bonuses.
An example of how this works: Healer Kohan in KAG were excellent for
leading cavalry companies. Here, the speed bonus compared to melee
Kohan/cavalry/channeler is tiny (24 vs 22) and while the upkeep is
slightly higher for the channeler, the melee Kohan/cavalry/channeler
company will trounce the healer Kohan cavalry in a fight. Additionally,
the militia changes and cavalry siege penalties make healer
Kohan/cavalry almost worthless for raiding. Naava goons are simply not
the do-everything unit that they were in KAG. Cavalry Kohan are much
better leaders for cavalry now, and for the heaviest cavalry (which is
slower), archer Kohan also make good leaders.
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SUBFACTIONS |
Each subfaction has been fleshed out additional frontline and support
units. Engineers may not be built from subfaction settlements.
Drauga
-Berserkers are 1i upkeep, 30av 8dv 20mv
270hp. Provided bonus is +1av. Requires blacksmith.
-Hunters are 1w upkeep, 25av 6dv 24mv
240hp. Provided bonus is +5 bloodlust. Requires woodmill.
-Beast Riders are 1w1i upkeep, 54av 10dv
34mv 210hp. Provided bonus is +3 morale, +5 bloodlust. They gain +10
bloodlust and -40av vs cavalry. Beast Riders require blacksmith and
woodmill.
-Clerics are same as Mareten.
-Mages are same as Mareten.
-Drauga Shamans are 1s2m upkeep, and cast
Poison Cloud and Slow. They Provide: +2 morale, Spell Immunity, and
Toughness 80%. Drauga Shamans gain 50% magic resistance and have 24mv.
They require library.
-Drauga Warmasters are 1w2i upkeep, 35av
10dv 20mv 300hp. They Provide: 150% resupply, +5 morale, +15 siege,
and +3av. They require blacksmith and woodmill.
-Huntmasters are 1w1m upkeep, 30av 6dv
24mv 260hp. They Provide: 110% recon, 110% movement rate,
trailblazing, +15 bloodlust. They require woodmill and temple.
Gauri
-Gauri Anvils are 1i upkeep, 22av 14dv
16mv 220hp. Provided bonuses are +3 morale, +4dv vs archers, +1dv.
They gain Spell Immunity, 50% magic resistance and +14dv vs archers.
Requires blacksmith.
-Gauri Sappers are 1s1w upkeep, 18av 10dv
20mv 200hp. Provided bonuses are +1dv, +2 morale, 30% entrench rate,
+30 siege. They gain Spell Immunity, 50% magic resistance, and +30
siege. Requires quarry. (changed
v3.54)
-Gauri Hammers are 1s2i upkeep, 50av 18dv
20mv 200hp. Provided bonus is +3 morale. They gain Spell Immunity, 50%
magic resistance, +18 dv vs archers, and -30av vs cav. Requires
blacksmith and woodmill.
-Clerics are same as Mareten.
-Mages are same as Mareten.
-Gauri Anvil Priests are 1i1m upkeep, and
cast Blessing and Protection. They Provide: 130% resupply, +4 morale.
The priests gain +8dv vs archers. Requires temple and blacksmith.
-Alchemists are 2s2m upkeep, and cast
Earthburst. They Provide: Khaldunite Weaponry, +4 morale, +50 siege.
Alchemists gain 50% magic resistance and they have 20mv. Requires
library.
Haroun
-Rainbringers are 1w upkeep, 30av 100%
ROF 24mv 40hp. They gain trailblazing, +10dv vs archers, and dont
siege. Requires woodmill. Provided bonus is 110% recon 104% dominion
and +4dv vs archers.
-Windriders are 1w upkeep, 30av 50% ROF
40mv 40hp. Provided bonus is +5 bloodlust. They gain trailblazing,
+10dv vs archers, +10 bloodlust, and dont seige. Requires woodmill.
-Clerics are same as Mareten
-Mages are same as Mareten
-Pathfinders are 1w1m upkeep, 35av 75%
ROF (normal) 24mv 40hp. They Provide: 130% recon, 120% movement rate,
trailblazing, and +10 bloodlust. They don't siege. Pathfinders require
woodmill and temple.
-Fire Mystics are 2m upkeep, and cast
Fireblast and Fire Armor. They Provide: Dominion 120% ZOC, +4 morale.
They gain trailblazing. Fire Mystics require woodmill and library.
-Wood Mystics are 2m upkeep, and cast Attract Arrows and Mass
Entangle. They Provide: +2 morale. They gain trailblazing. Wood
Mystics require temple.
Slaanri
-Slaanri Warriors are 2s1w upkeep, 24av
14dv 18mv 220hp. Provided bonus is +1av. They cast Poison Spit, and
require a quarry.
-Clerics are same as Mareten
-Mages are same as Mareten
-Slaanri Champions are 2s2w upkeep, 24av
14dv 18mv 250hp. Provided bonuses are +10dv vs cav, +5av vs cav. They
gain +30av and +30dv vs cavalry. Champions require woodmill and
quarry.
-Slaanri Mystics are 1s1w1m upkeep, and
cast Blessing and Entangle. They move 18, no provided bonus. Requires
quarry and temple.
-Slaanri Slavers are 2m upkeep, and cast
Poison Cloud and Summon Wasp Swarm. They Provide: +2 bloodlust. They
move 18 and requires library.
|
ECONOMY |
Probably the first economic change you will notice is the increase in
outpost/fort upkeep. Outposts are now -3s and -6 gold per minute (-3s
and -3gpm for Nats). Forts are -3s and -12gold/min (-3s -6gpm for Nats).
This means you are less likely to keep starting outposts unless your
starting location was right in the middle of the map or behind the
enemy; in which case you might keep it, wait a couple minutes, and
upgrade it to a fort for the increased militia and regen rate.
The second change is that the barracks is now an econ structure, since
it is not a requirement for recruiting. Barracks still costs 80g but
now provides +5w+5i. Upgrades to barracks are unchanged from KAG, but
because of the resource production and the city changes (see below),
using these upgrades is a bit more likely.
The third change is that town-level upgrades provide an additional
company limit (2 additional for Nats -so Nat town is 4 comp limit) and
city and citadel upgrades require only 100 gold (all factions). This
makes it far more likely they will see use, and allows some alternate
build paths. Nationalists are much more likely to upgrade now if they
start up front. They also have a viable option to expand upward
instead of outward to some degree. City and Citadel provide slots for
50 gold per, but you can only have one of each structure in a
settlement...
Additionally, because of siege penalties to cavalry, lair and indy
hunting has changed a bit. Cavalry units can still take undefended
lairs and non-building lairs, but take forever to kill rhaksha lairs
etc. Also it is highly recommended that Seed Gold and Seed Heroes be
on and Seed Techs be turned off. Seed Heroes works quite well with
tougher, improved Kohan and a 1-2 Kohan start. Seed Techs does not
work well for two reasons: first, the vast majority of tech units have
become (in some form) faction units - so these receiving these techs
has no effect; second, the majority of non-unit techs have a list of
units which they apply to - since techs aren't editable with kmod,
they have no effects on the new units and disproportionately benefit
Royals and Ceyah (who have higher percentages of units using KAG
names/models). Since the few techs which apply to "all units" are the
only ones which are still theoretically balanced (and even then
benefit the higher comp-limits for Roy/Cey more), it is strongly
recommended that Seed Techs be turned off.
|
STRATEGY |
The first thing you need to do to successfully play this mod is to put
your normal KAG builds on a shelf.
Cavalry builds are unable to siege, so they are both defensive and
lacking in lair/indy hunting ability. You can eventually take building
lairs with cav, but it takes so long that this is not efficient, and
forget about indies if you just make a goon. If you insist on using a
KAG build for your first game, use one with foots.
Upgrade builds have to be relearned; the all-village KAG builds may
still provide the best pure econ, but severely limit your troop
selection - which a smart opponent will certainly capitalize on. The
additional comp limit for upgrading and the changes to structures like
barracks allow upgrade builds to compete with or surpass all-village
builds when you aren't going true econ. They also give you far better
choices for building units to counter your opponents, especially if
they are using resistant units like wraiths/golems. The town upgrade
simply must be considered. It is even viable to do a no-settle Nats
build; scouting early and trooping after one econ structure and an
upgrade.
Full econ builds have an additional drawback here, compared to KAG.
There are no "elite" units or "uber companies" to tech up to. "Uber"
military is achieved by having a well-balanced army or one that gains
large bonuses against your opponent's army. Some units and companies
do have higher requirements and costs, but building them does not, by
any means, guarantee you victory on the field.
Scouting is both easier (faster scouts) and more important. Forting a
key location can be pivotal. Outposts are more expensive now, and
starting posts should be razed unless your location is very bad. This
does not equate to a rushing game though. The militias are greatly
improved, cav and archers cannot siege, and it is often possible to
upgrade a back village for +2 or more comp limit and recruit troops
with large bonuses vs the enemy's army (which you saw when it took
your first settlement). Additionally, if someone rushes and doesn't
retain econ to commission new/different units, they will have to win
almost every battle - otherwise an effective counter will arrive and
they will be unable to react properly.
Because of the provided bonuses (morale and often a combat bonus) that
most frontline units have, full companies are generally a better idea
than short ones. This is true for Royals and Ceyah as well, especially
since they have upkeepless units they can use to fill out companies.
1v1 and 2v2:
As in KAG 1v1, scouting is very important, especially if you are
playing with indies. An upgrade build with 1 settle and an early scout
is usually good. The combination of indies and the 4 comp limit of Nat
towns is what makes the no-settle start viable. You can find an indy
before your town upgrades with the fast scouts, then barracks for
extra resources and take the indy. Since militias are tougher,
controlling indies in the middle of the map becomes even more
important. Scouting also lets you know what faction your enemy is, so
that you can anticipate their builds (or even get lucky and scout
their just-commissioned units). The more potent counter units allow
you to make better use of this information.
2v2 is somewhat similar, but the option to trade villages and have an
ally scout makes it possible for one player to do a non-upgrade build
for better econ if desired. You get options for levy or mercenary
frontline with allied real troops as support, so the econning player
doesn't have to be troopless. This won't beat 2 ppls full military,
but can beat one players, and can defend against two sometimes if they
don't troop too heavily. Teamwork troop builds with the vast array of
support units, especially with indies, has amazing potential.
New Players:
When you are playing with new people, it will be hard for them to
master all the aspects of combat right from the start of the game. To
compensate for this, it is probably a good idea to assign specific
roles to the team members. For example, you could have the new player
build the frontline units while the more experienced player scouts,
and makes cavalry and archers for flanking and fire support.
Communication in the game will be more important, but this system
should give you a better chance of winning.
I will try to post some build suggestions for new players that take
this into account. The more experienced players should know these and
know how to best support a new player ally who is using them.
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