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Council Strategies |
[Wyldrage's Tactics] [Kalisari's
Tactics] |
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WyldRage's
Tactics: Council |
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FORMAT |
These articles will be
divided in the following sections: |
Introduction:
the faction's advantages, as well as weaknesses.
Start:
How to survive the few first minutes, trying to find a balance between
military strength and economy.
Economy:
Useful buildings
Military:
How to design the faction's army, including information for their
specific units.
Team:
This is to describe their role in a "perfect" team of 4
players. This means: all factions played and good teamwork.
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INTRODUCTION |
The council has extra gold income and
less upgrade cost for their settlements, as well as faster upgrades.
They only have 1 company per city level, but it isn't a great problem,
due to their cheap upgrades. However, they have the only non-melee Elite
unit in the game, which makes them weaker against a Elite race.
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START |
In the beginning, you may choose
to have less settlers than other factions, and try to upgrade your
villages as often as possible. Building your economy is less troublesome
for you, due to increased gold production, but that doesn't mean you
don't need your banks! At this point, the carpenter guild will be your
best friend, since you will more often have towns than villages. And
don't forget to use that wood, you may get lots of scouts, but leave the
infantry for later, when you have Channelers (try to get them soon).
You will have a slower start than the
militarist factions, due to your lower company numbers, but you will
make it up during the latter game. Defense is the main use for your army
at this point, I don't recommend trying to pick up a fight until your
army gets some archers.
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ECONOMY |
Due to your cheap upgrades, you will
need many carpenter guilds, they will save a lot of money. And don't be
afraid to use your gold to get upgrades. You will not need much mana
though, your elites will only be present in few numbers.
Banks should be in all your towns,
since your economy is your greatest asset. You can even go negative in
resources and still have the best gold rate. One last useful upgrade:
your temple upgrade. I doubt you would be able to win without it (at
least against the militarist factions).
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MILITARY |
Your two faction specific units are
the Channeler and the Wizard. Both have defensive abilities, the Channeler
adding +6 DV and the Wizard gives defense against archers. And,
considering your Elite unit is an archer, your tactical plans are pretty
obvious: infantry forms a wall, due to high defense, while your archers
annihilate the enemy.
You should try to find a compromise
between high-quality units and cheap units, since you have some space
for many companies, more than the Nationalists, but not enough compared
to the militarist.
Your army will be slow and of a medium
size, so flanking the enemy will be hard, unless you're fighting
Nationalists. I would recommend to use your fast elements on
anti-flankers duty instead, since the Royalist's Cavalier or the Ceyah's
Shadelings or Beasts will be the greatest danger to your archers, and,
therefore, your whole tactics.
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TEAM |
In a team, you are the
Economist. It will be your job to finance the Royalist's army, the
Nationalist's expansion and the Ceyah's suicide squads. But don't forget
that you still require your own army.
Your forces will serve
best in defense, engaging the enemies while your allies will strike at
your enemies' back, or at their towns. Your troops' best quality will be
the ability to survive the longest, and not to strike the hardest.
That's it for the first
faction. Is there anything you would like to see changed, or have more
info? Keep in mind, though, that my tactics are supposed to be for
general situations, so I won't go into building order or stats.
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