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Council Strategies

[Wyldrage's Tactics] [Kalisari's Tactics

 

WyldRage's Tactics: Council

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.

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.

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.

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).

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.

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.

 

Council Strategies

[Wyldrage's Tactics] [Kalisari's Tactics