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Kohan 2: Strategic and Tactical Primer


by Kell
Current Version basis: 7.3 (beta final)

Contents:
Introduction
Company Construction
Kohan
Combat
Morale
Experience
Supply & Outposts
Defense
Scouting
Terrain
Siege
Combat Modifiers & Notes
Factions
Races
 

 
Introduction

Hopefully this will be useful to some of the newer players! I will continue to add to this post as new information comes to light and as I feel like writing down my personal strategic thoughts. Or I may get tired of it when the details keep changing every patch ;)

Pending Updates: Factional Kohan information, Racial building and economic information, updated Experience info, Raiding section, Gold master statistics incorporated
 
 
Company Construction

Adding units that provide Infantry/Cavalry Foe, Recon, or to the flank slot of a company provides the bonus to the entire company. Another use for the flank slot is mixing different units in with the front line. This allows you to spread the resource cost of a company over several resources.

A company will move at the speed of its slowest member. Keep this in mind when you are adding flank or support units to Fast and Very Fast units!

In the early game, scouting is at a premium. Different races have different scouting capability, but as a general rule of thumb, you will want at least one scout (and two is better). Some races can claim all camps with a single Kohan supported company, as well as many lairs. Others require two light companies to accomplish this.

As you're scouting the map, you'll want to commission your first combat companies. Full companies of a single unit type work well for most races here, gaining extra morale and survivability over short companies for a higher purchase and upkeep cost. Exactly which units you will use will vary depending on your race. You will bump into your company limit early on, so you'll have to decide if you want to use cheaper companies (short companies, or weaker troops) and maintain a stronger econ, or max out your company limit with the toughest troops you can afford in exchange for a weaker economy. A very important point here is that the gold you earn from grabbing camps (even if you're not going to settle on them!) and lairs can keep your economy going in the early game, so it is possible to get out slightly 'advanced' units early and use them purely to lair with.

Stronger military will give you an advantage in momentum, but only if you can capture multiple lairs and camps for gold, capture light independent settles, or hit another settling player. Stronger econ will give you a more advantageous position during the transition into the midgame, but will leave you more vulnerable to the warmongers out there. Most races are capable of a balanced progression, maintaining a decent economy and a capable military (exactly what a 'decent' economy is varies per race, and racial differences mean your early military may match up poorly against your opponents early troops). In smaller games, or 1v1s, building up your economy instead of your military is not advisable.

Once you're past the very early game, you'll need to take a look at the map, any unclaimed resources you want to grab, independents to be taken, and enemy positions to hit. Hopefully you will have scouted out all of your opponents, and at a minimum, know their races. If you've spotted the companies they are using, this will help you in your unit choices. At this point, your options open up somewhat. You can m*** more full companies, or start mixing in short companies with single support units. A few debilitating or healing spells can have a significant impact on the outcome of a battle (a short company of swordsmen with a cleric can defeat a full company of swordsmen, for a similar cost and upkeep, as an example). Fielding full companies with full support may stretch your economy excessively at this point, but it is an option.

As you transition into the midgame, you'll want to start fielding full companies with full support. You can also add in siege units, and heavy cav (though a few races can field their heavy cav during the early or midgame without straining econ heavily). As the game marches on, if it stabilizes, you may reach a point where you have a large number of companies in the field but you are still generating a lot of gold. If this occurs, you may wish to begin acquiring techs. They are global, and will give your regiments a lot more punch.
 
 
Kohan

There are many Kohan for each faction in the game. Each Kohan fits into one of several roles - melee combat, spellcaster support, or ranged support. Some support Kohan are offensive, some are defensive. Kohan abilities and company bonuses vary significantly, and their benefits increase as they gain experience.

Carefully utilizing the Kohan you are provided by keeping them alive and transferring them to new companies appropriate to their abilities will give you an advantage in the mid and late game.

Kohan frequently provide bonuses to entire companies, gain more powers as they earn levels, and either cast potent spells or are potent melee combatants. Generally their abilities will match up well with a certain type of company, and a certain role on the battlefield.

Wiping out your opponents Kohan can give you a significant advantage, and the best way to do this is with units that lockdown - either Paralyze (Warlock, Wrecker), or Entangle (Defiler, Harvester, Sorceress). Archers in concert with lockdown also work quite well, as they will be able to drop the Kohan more quickly than melee units. A secondary method is depleting their morale completely. Several units can assist with this - the Defiler, Fiend, Dreadlord, and Wizard.
 
 
Combat

The Kohan 2 'strings of doom'

Siege > Heavy inf/Archers/Buildings and walls
Light inf/cav, Heavy cav > Siege
Archers > Non siege units (with some caveats - Heavy inf can take the hits better than most units, there are quite a few ways to gain ranged resistance, and they require protection against flanking)
Fast/Very Fast and ranged resistant troops > Archers/Support
Supported and Experienced Troops > Greater numbers of inexperienced or unsupported troops

Heavy inf forms your core army for most races, when backed by appropriate support, it forms an extremely sturdy frontline to anchor your archers/ranged siege/ranged casters and flanking units.

Depending on race, support used, battlefield conditions, Kohan, unit control, and terrain, it is possible for the weaker company to come out the victor in the battle. In general though, when you see a player massing lots of one unit type, building the counter type will paste them nicely. Combined arms is usually the safest route. Archers can be pounded by cav that flanks and smashes into their ranks, but archers sitting behind a solid front line can pincushion the same cavalry. Siege can march straight into a withering hail of arrows without much trouble, but the same siege will die to light inf or cav. Carefully balancing your available military to pair up well against the troops your opponents are fielding is very important.

Melee engaging in front with archers and ranged siege in the rear, fast cav flanking, a rear guard screen, and melee siege on the front flanks is your 'ideal' engagement scenario. Practical limitations will rarely allow this.

In most cases, you will have enough units to have a frontline, and a flank and rear guard. Flanking is less important if your opponent is not using heavy support, ranged siege, or archers. It is still useful for stopping spellcasting Kohan. If your opponent IS using heavy rear line troops, get some extra flanking companies.

Protecting your own flank and rear becomes more important as you add more support and ranged attackers to your army. Keep units back and watch for incoming flankers. You can automate this behavior somewhat by placing a unit to guard an archer or ranged siege company (click guard/hit G, click on the unit you want followed and protected)

Utilize the provided formations. Massed companies in Combat formation is how you want to make a slow push. Skirmish provides a LoS bonus, and spreads your units around so you cannot be flanked easily while moving. Column gives a speed bonus, and will NOT engage in in combat unless you specifically target a unit or a building. Use Combat for the assault, Skirmish for scouting in unknown territory (something you shouldn't be doing much of), and Column for rapid movement and flanking.

Once battle is joined, the victor will be determined by a host of factors - the number of companies engaged on each side, company composition, Kohan used, terrain, faction, race, morale, technologies, and initial positioning.

While most of the decisions you make up to the point where contact is made are hands off and micro free, during battle, you will need to monitor and adjust positioning, retreat units, block flankers, flank enemy support/archers/siege, and cycle in fresh reinforcements.

In a city siege situation, you need to control the advance carefully, to avoid having your regiments bunch up. Targeting specific wall sections, destroying buildings in the way to clear a path to the city, guarding against attacks from the rear, and positioning a blocking force to stop reinforcements are all considerations.

When you are ready to engage in combat, if you have nearby Supply available, you may wish to prep your troops to cycle by splitting your force and sending some of your troops ahead. When they begin to wear down, send in the fresh troops. This will allow you to get the cycling going cleanly, without retreating all of your army at once. Be careful attempting this tactic, as you risk defeat in detail if the massed force of the enemy regiment has enough firepower to wipe out your smaller regiment too quickly to retreat safely. If the enemy is choked up on terrain or in city, or is using too many melee units, you should have an easier time splitting your forces to start cycling. Be wary of doing so if the enemy has many archers, heavy support casters, or massed siege units.
 
 
Morale

A key component of the combat engine, and a topic worth discussing on its own. All companies in the game have Morale, except for Undead. Shadow and Drauga units have hardier Morale.

A companies Morale total is determined by the number and type of the units making up the company. Short companies will have less morale. Generally, stronger units have higher Morale. Morale varies slightly by race as well.

Morale is a measure of a companies willingness to stay in battle. Every second a company is engaged, it will lose Morale. Losing units drops Morale. Losing a captain drops Morale significantly. Killing enemy units raises Morale. Resting out of battle (in or out of Supply) raises Morale. Some spells and effects can increase or decrease Morale directly, and increase or decrease the rate of Morale loss or recovery. Entrenching your troops slows Morale loss.

When a companies Morale reaches its breakpoint, the company will rout, and flee randomly. You will want to pull your units back before this occurs, as a routing unit cannot be issued commands until it stops moving, AND it will continue to lose Morale while fleeing in panic. If you spot a unit losing Morale (or Health) rapidly, disengage it from the fight and send it into Supply to heal. Be particularly careful when controlling units that are reluctant to flee - if you aren't watchful, they will happily fight to the death. Remember, the longer a unit stays alive, the more experience it will earn!

If a unit runs out of Morale completely, it will become exhausted, and stop moving entirely. It will no longer respond to commands, and if engaged in battle, the company will fight to the death.

Understanding Morale can allow you to maintain a push, even against a superior force. By utilizing Undead lack of Morale, Drauga and Shadow high Morale, Morale increasing units, Morale decreasing units, and constantly applying pressure by cycling, you can influence how quickly your units and enemy units will flee from battle.

The Elder, Healer, and Moonwatcher all boost Morale while healing, and the Elder's Spirit of Battle spell also increases Morale slightly. The Paladin slows Morale loss. Entrenching also slows Morale loss.

The Defiler, Fiend, Dreadlord, and Wizard all decrease morale.
 
 
Experience

Companies and Kohan both earn experience in battle. Experience is earned every second that a company is engaged, and bonus experience is awarded for killing units and destroying buildings.

Companies progress from green recruits to Regulars, then to Veterans, and finally to Elites. Each step gives several benefits, including av, dv, morale recovery, morale, and health total. Kohan advance from their awakened state to Enlightened, then Restored, then Ascended, and finally Kohan Lord. Each step grants them new powers, and a large increase in their statistics. Make use of your powerful Kohan by moving them on to new and stronger companies as you commission them. Pay attention to the type of abilities a Kohan has to decide what type of company suits them best.
 
 
Supply & Outposts

Maintaining your companies health and Morale is critical to sustaining a push, or holding a defensive line. Cities are the obvious source of supply, but Outposts are the offensive weapon in your arsenal to take advantage of supply.

Use outposts aggressively to advance into enemy territory. If you are making a concentrated push, post before the enemy city, then advance. For particularly tough advances, you may need multiple outposts (each providing a fallback point).

Nearby supply enables you to take advantage of 'cycling'. Rotate out damaged units to heal, while fresh units keep up the pressure. You will have slightly less units engaged at once, but if you can maintain a push, and deny the enemy his ZoS by keeping him under siege, you will eventually wear him down, drain his Morale or kill his units, and break through.

When assaulting enemy positions that have outposts nearby, make a decision about the outpost, and either deal with it directly, or avoid it entirely. If it is occupying a position you need to claim, it must be destroyed. Typically, outposts placed behind settlements to provide Supply during battle, and outposts guarding resources fall into this category. Some outposts are remnants of an enemy push into your territory, or were placed in a defensive position that can be avoided. These are only worth destroying if you can do so with a bare minimum of effort and danger to your army. Be wary of assaulting a heavily outposted position (particularly with entrenched troops-present) it is often better to skip it entirely and force the enemy to react to an attack elsewhere.
 
 
Defense

Good defense is setting the stage to repulse an assault and counterattack. Bad defense is getting hit unexpectedly and unprepared.

Scouting heavily will give you the knowledge needed to prepare for assaults. Once you know the most likely target for an enemy push, set up Outposts behind your cities, or near the resources you suspect they will hit. If you engage at the outer limit of your city, you can fight, retreat into the outposts supply, and cycle defensively.

It is also possible to use terrain and entrenchment on the defense. Set up at the edge of advantageous terrain, place outposts at the edges, and sit your units on Guard until they entrench. This is easier to do at obvious chokepoints, but it is possible to control a fairly broad swath of territory by doing this.

Baiting an enemy into attacking you may be a key part of beginning a serious push at the enemy. Since you will have to deal with his primary army on the offense if you attack anyway, forcing or tricking your opponent into attacking you while you are entrenched and posted in defensive terrain and then counterattacking can be a viable tactic - particularly if your army isn't quite strong enough to breach enemy defenses AND tackle his army.

Generally, playing defense is not the position you want to be in. However, when defense is necessary, you want to be well prepared to take advantage of the benefits playing defense provides. Skillful defense will allow you to blunt an enemy attack, scatter his army, and mount a counter-push to retake a key objective (typically a settlement). Be wary of turtling excessively. Using defense to attack is both wise and skillful - playing strong defense constantly while your opponent expands and pressures you is suicide.

In any circumstance where you are forced onto the defensive due to a superior enemy position, it is imperative that you strike at your opponents weakest point to deal economic damage. This may necessitate sacrificing your own economy even further, or taking an all or nothing risk by splitting your army and hitting another target the instant your opponent begins to hit you. You are simply gambling on restoring balance to the fight. If you fail, the game may end immediately, but the alternative is typically a drawn out and certain defeat.
 
 
Scouting

Scouting is enormously, hugely, massively, gigantifantastiomatically important. Clear? Scouting wins games. Poor scouting loses games.

Make use of your races Very Fast, Fast, Trailblazing, and Recon units. Scout early, scout often. Scout settlements, resources, and lairs early. Scout enemy positions. Scout ahead of your push. Patrol to catch enemy movements. Scout relentlessly.

Utilizing the intelligence provided by good scouting, you will be well positioned to exploit the map fully. Hit the easiest lairs, claim the resources in the safest, most defensible positions, and target the proper cities for primary assaults.

Good scouting also allows for better team coordination. Making a blind push with multiple players armies into unscouted terrain is a foolish use of force. Apply the maximum force to the weakest point in your enemies defenses. Hit their undefended resources.

Even the best players are sometimes lax in scouting as the game ebbs into the mid and late game, but it is always worthwhile to continue reconnaissance. While the multiple fronts and economic growth will demand much of your attention during mid and late game, it is still worth diverting some of your focus to scouting. Spotting a key enemy push, or a raid before it begins can tip the scales in your favor.
 
 
Terrain

If your company banner is inside a terrain border, even by the tiniest margin, your company will benefit (or suffer) from the terrain modifier. You can make use of this by positioning companies on the edge of terrain types. This will intercept enemy companies before they can move into the terrain.

Forest provides +20% Ranged resist. Make use of this when assaulting cities if possible. If your enemy is using a lot of archers, try to engage within forested ground.

Broken and uneven ground gives +20% Melee resist. Place your companies at the edge of this terrain, and build outposts on the edge of it.

Most terrain slows movement. You can take advantage of this in several ways. When chasing enemy companies, watch their movement - if you carefully skirt slowing terrain, you can outpace an enemy company, and if you have a unit that can paralyze or entangle, you can chip off and kill fleeing units.

Slowing terrain sets a maximum speed. This means that light cav will move at the same speed as heavy inf. Be aware of this, and either take advantage of trailblazing units, or skirt slowing terrain.
 
 
Siege

Meleed ranged Siege, and meleed AoE Melee siege units can do a number on blocks of regular infantry, and pummel Militia. Ranged siege units are the Catapult (Human) and the Maelstrom Engine (Gauri). AoE Melee siege units are the Juggernaut (Gauri), the Bone Golem (Undead), the Hillstrider (Haroun), and the Behemoth (Drauga).

Buildings in towns can be destroyed. To avoid clumping problems as you assault, you may want to destroy the buildings as you attack. If you get repulsed, you will have done some damage. This is easier to do with Ranged Siege, but it is possible to use Melee Siege in column move to attack buildings that are away from the militia/enemy troops in mid battle.

Many light infantry units and Engineers have bonus Siege damage, and are resistant to enemy Siege damage. Nationalists also get a slight Siege damage boost.

Walls can be strengthened with upgrades from the Quarry. Shadow Walls will drop completely when destroyed. Other races walls can be attacked in discrete parts. To avoid clumping your army heavily, spread out your assault over a wall front, and have Siege units and your army target slightly different wall segments.

Melee siege units have problems maneuvering around other troops, so babysitting them to engage separately is advisable. They are ranged resistant however, so they can shrug off the militia archers. If the defenders sally forth, you'll be in a position to hit their clumped units with AoE spells or siege damage.

Skeletal units can siege walls fairly easily - they won't do a lot of damage, but they make excellent bullet shields for other units.

An entire regiment of Zombies is very cheap to commission and throw at a wall in the midgame. You can use this to soak up fire and block exits from the town

Keep a few loose companies around to provide flank protection for your support and ranged siege companies.

Remember that sieging cuts off Supply from the city or outpost. If you can maintain a constant attack by cycling your troops carefully, you will be able to deny your opponent any supply to heal (forcing him to retreat farther back, and slowing his time to re-engage), and sap the Morale of his engaged troops until they rout.
 
 
Combat Modifiers & Notes

Company flags denote several bits of info. The 'banner' on the top of the flag is the faction of the player controlling that company. Left sided gold border for Council, Bones for Ceyah, etc. Flashing white indicates the unit is out of supply. Flashing red with swords crossed through the flag, the company is engaged in combat. White background, the unit has routed. Chevrons beside the flag indicate experience level. An amulet on the left indicates a Kohan has been attached.

All Cavalry units receive +4AV in open terrain

All Archers gain opening volley, dealing +15 damage on their first shots in battle

Heavy Cover (in forest) gives 20% Ranged resistance

Rough Terrain provides 20% Melee resistance.

Most terrain types limit speed to a certain maximum, trailblazing can avoid this effect

Experience gives large bonuses to individual unit elements, and upgrades Support units spells. Kohan also gain increasingly potent abilities.

Moving in any formation other than Combat reduces combat effectiveness. Column will drain your units to 50% av, Skirmish to 75% av. Engaged companies (in any formation), will climb back up to 100%. Companies that are stationary will also climb to 100%.

Column units will not engage in battle unless specifically directed to attack a target.

Stationary infantry units will entrench if left alone. This provides a +3 DV bonus, slower Morale drain, +3AV for archers, and a ZoC bonus (your company will engage farther out, make sure to place your units on Guard to take advantage of this)

% modifiers are calculated AFTER dv is subtracted from av.

Most melee attacks are on a 1.5 second timer

Most ranged attacks are on a 3 second timer

Most spells and siege are on a 5 second timer

Identical enchantments DO NOT stack (ie, you cannot have two clerics stack two blessings, but they will both heal).

Units that deal Fire damage: Human Warmage, Undead Revenant
Units that are weak to Fire damage: Hillstrider 20%, Harvester 20%
Units that are resistant to Fire damage: Juggernaut 40% (also immune to Fire enchantments), Sorceress Elemental Aura spell (20%)

Units that deal Magic damage: Human Sorceress, Human Ranger, Shadow Leviathan, Shadow Warlock, Nationalist Zealot, Council Wizard, Royalist Paladin, Ceyah Prophet
Units that are weak to Magic damage: All Undead units (25%)
Units that are resistant to Magic damage: All Gauri units (20%), Warden Counter Magic spell (20% and immune to magical enchantments), Sorceress Elemental Aura spell (20%), Warmage Dispel Magic spell (immune to magical enchantments)

Units that deal Khaldunite damage: Gauri Maelstrom Engine, Gauri Warden, Haroun Pathfinder
Units that are weak to Khaldunite damage: All Shadow units (20%)
Units that are resistant to Khaldunite damage: All non Shadow Kohan (20%)

Units that deal Siege damage: Human Catapult, Gauri Juggernaut, Haroun Hillstrider, Drauga Behemoth, Undead Bone Golem, some light inf and engineers
Units that are weak to Siege damage: buildings!
Units that are resistant to Siege damage: All Shadow units (20%), Light inf and all Cav

Units that deal Ranged damage: All basic archers
Units that are not resistant to archers: Light inf, Light and Heavy cav, Engineers, most support units
Units that are resistant to archers: Undead units (particularly Skeletal units), all heavy inf, all siege, Council Wizards Storm Shield spell (25%), any unit in forest (20%), Haroun Harvester (-4 projectile range)

Units that deal Melee damage: duhhh
Units that are resistant to melee damage: Heavy inf, some Siege

The Nationalist Zealot can cause 20% weakness to Melee, Ranged, and Siege damage
 
 
Factions

Council
Gauri, Haroun, Human
-10% Structure Cost
Wizard: Support mage. Lightning: 125 Magic Damage, -2 Morale. Storm Shield: +25% range resist, 5 Magic damage to attackers hitting shielded units every two seconds.

Nationalist
Drauga, Gauri, Human
-20% Recruit Cost, +6 Supply Range, +4 Detection Range, +1 Siege damage vs buildings
Zealot: Support healer. Invigorate: +25% health to entire company. Wash of Pain: 30 Magic Damage, +20% Melee Ranged, Siege Vulnerability, Medium AoE

Royalist
Drauga, Haroun, Human
+1AV, +1 dv, +15% resupply rate, +15% morale recovery rate
Paladin: Support Cavalry. 10 extra Magic damage per attack. Armored. Inspiration: +3av +2dv, +33 slower Morale loss rate.

Ceyah
Human, Undead
+1 AV, +20% Entrenchment rate, +15% Movement Speed
Prophet: Support offensive healer. Life Leech: 25 Magic damage drained, Medium AoE. Dark Restoration: 150 Heal.

Fallen
Shadow, Undead
+10% Health, +6 Detection Range
Dreadlord: Captain Cavalry. Bloodlust: +4av. Umbral Aura: +1dv, -.2 Morale loss to enemy units, deals Vorpal damage
 
 
Races

Kohan: 20% resistance to Magic and Khaldunite damage. Immune to Disease. (note that some Kohan are of the Shadow race)
Gauri: 20% resistance to Magic Damage
Shadow: 20% Siege Resistance, 20% Khaldunite Vulnerability, Immune to Disease
Undead: 20% Magic Vulnerability, 20% Ranged resist, Immune to Poison and Disease

Racial tone

Human: Solid 'baseline' units, mix of offensive and defensive support, access to healing, lockdown, trailblazing, aoe damage, ranged siege, dispel magic.

Gauri: Strong resource economy, defensively focused, excellent siege capability. Have access to healing, slow, paralysis, magic resistance, enchantment immunity.

Drauga: Offense focused, lack staying power but have a very heavy punch. High iron income. Strong morale. Have access to haste, healing, summoning, trailblazing.

Haroun: Fast units, strong archers, weak frontlines. Free settlement upgrades, but cost per component is very high. High wood income, high potential Mana income. Settlers can ‘plant’ a settlement and leave (they cannot assist its growth, but they can be used to plant more). Have access to healing, entangle, archer debuffs, trailblazing.

Undead: Heal out of supply, but heal slowly. Cheap, upkeepless zombies are fodder units. Weak econ, but high mana income. Skeletal units can attack walls easily. Combination settler/engineer unit. No morale. Have access to entangle, numerous movement speed debuffs, av and dv debuffs, summoning, aoe damage.

Shadow: Strong units, NO support. Companies consist of 4 frontline and 4 flank units. A variety of different captains can be used in place of support. Weak econ, high mana income. Shadow walls are all or nothing - once a Shadow cities wall hits 0 hp, the entire wall drops. Combination settler/engineer unit. Strong morale. Have access to healing, paralysis, summoning, and trailblazing.

Racial Breakdowns
(specific comments on units are VERY welcome. Films displaying their usage are even better)

Human
Human units are roughly ‘baseline’

Light Infantry – Pikemen: Agile (20% Siege Resistance), provides Cavalry Foe (+5 AV vs Cavalry) if placed in flank slot for any company.
Heavy Infantry – Swordsmen: Armored (20% ranged and melee resist) and Shielded (5% ranged resist).
Archers – Bowmen: Slow ranged attack
Light Cavalry – Lancers: Swift (40% Siege Resistance), provides Archer Foe (+5 AV vs Archers) if placed in flank slot for any company.
Heavy Cavalry – Dragoons: Agile, Charge (+4 AV and 25% speed boost for first 15 seconds of engagement)

Siege – Catapults: Ranged bombardment, 4 Siege Damage, +160 vs buildings, Medium AoE (area of effect). Poor mobility – must wheel about to turn. Mechanical (Immune to Poison/Disease, 60% Range and 20% Melee Resist)
Support
Cleric – Blessing: +3av/+2dv. Heal: 30 healed to entire company
Ranger – Slow ranged attack, Trailblazing (company ignores terrain speed modifiers) +3 Detection Range. Very fast speed.
Warmage – Dispel Magic: Renders company immune to magical enchantments, Fireball 45 Medium AoE damage, 5 burn damage for 3 seconds.
Sorceress – Elemental Aura: +20% Magic and Fire resistance, Spirit Cage: 20 Magic damage, Entangles medium area for 10 seconds (Entangle stops movement, does NOT stop fighting). Fast speed.

Gauri
Gauri units typically have 1 more dv than other factions similar units

Light Infantry – None! Engineers take this role (and are quite strong, though they lack Cav Foe). Has 50% faster entrenchment rate and Agile properties, deals +12 (!) Siege damage vs Buildings
Heavy Infantry – Anvil: Armored, Shielded
Archers – Spear: Slow ranged attack

Light Cavalry – Trackers: Swift, Recon (gives +6 detection range to entire company if placed in flank slot), Archer Foe
Heavy Cavalry – Hammer: Agile, Charge
Siege
Maelstrom Engine – Ranged Khaldunite bombardment. 40 Khaldunite damage, +140 vs buildings, Medium AoE. Poor mobility (though slightly better than catapults). Mechanical.
Juggernaut – Arm Blade melee strike: 36 Siege damage, +60 vs buildings, Small AoE. Mechanical, Fireproof (40% fire resistance, and Fire enchantments have no effect), Berserk (no morale), Unstoppable (physically restraining enchantments have no effect).
Support
Healer – Slow: -2 AV and -25% Attack Speed, Large AoE. Revive: 25 healed to entire company and +.25 morale.
Wrecker – Immobilize: Paralyzes one target for 20 seconds (target cannot move or attack), Tactician: +3av. +25% Entrenchment rate. Recon. Deals Siege damage.
Warden – Counter Magic: Provides immunity to enchantments and +20% magic resist. Deals Khaldunite damage.

Drauga
Drauga units typically have higher hp, av, lower dv.

Light Infantry – Raider: Agile, Archer Foe, +4 siege damage vs buildings, Fast speed
Heavy Infantry – Berserker: Berserk, Armored
Archers – Impaler: Slow ranged attack
Light Cavalry – Mauler: Swift, Cavalry Foe, Recon. (deals extra damage to fleeing units?). Uses Gold for upkeep.
Heavy Cavalry – Beastriders: Agile, Charge
Siege – Behemoth: Bash melee strike. 42 Siege damage, +70 vs buildings. Small AoE. Monstrous (+40% ranged and +20% melee resist). Unstoppable.
Support
Elder – Spirit of Battle: +2av, +.5 Morale. Recover: 150 heal to single target, +2 morale
Warmonger – Armored. Defensive Tactics: +2dv. Haste: +25% attack speed, +2 av. Fast speed
Huntmaster – Swift, Trailblazing, Summons Maulers. Fast speed

Haroun
Haroun frontline units are weaker than all other races, but they have stronger archers, and the only mounted ranged unit.


Light Infantry – Mistrunners: Agile, Cavalry Foe, +4 siege vs buildings, Fast speed
Heavy Infantry – Stonewalkers: Armored
Archers – Rainbringers: Medium speed ranged attack (the only ranged unit with this speed - only Drauga archers with Warmonger support can approach this)
Light Cavalry – Stormdancer: Swift, Archer Foe, Recon
Heavy Cavalry – Windrider: Medium ranged attack
Siege – Hillstrider: Bash melee attack, 36 Siege damage, +60 vs buildings, small AoE. Regeneration (15 healed per second), Living Wood (60% Ranged, 40% Melee, 20% Magic resist, 20% Fire weakness, Poison Immune), Unstoppable (yes, they are beefcake tanks)
Support
Moonwatcher – Holy Shield: +5 dv, Revive: 25 heal to entire company, +.25 Morale
Harvester – Regeneration (15 healed per second to Harvester only), Living Wood, Grasping Thorns: 3 Magic damage a second for 10 seconds also Entangle in medium AoE. Whirlwind: Medium AoE -2dv -4projectile range.
Pathfinder – Medium speed ranged attack, Trailblazing.



Undead
All Undead units have 20% Ranged resist. Skeletal undead units have 40% Ranged resist on top of that.

Light Infantry – Zombies: Festering Sores: -1 av, -25% move speed to single target. Rapid Entrenchment, +5 Siege damage vs Buildings. Slow speed.
Heavy Infantry – Skeletons: Skeletal, Shield. Fast speed.
Archers – Bone Archer: Skeletal, Slow ranged attack
Light Cavalry – Ghouls: Swift, Archer Foe, Recon, Bleeding Boils: -1av, -25% move speed to single target.
Heavy Cavalry – Nightmare: Skeletal, Charge
Siege – Bone Golem: Ground Smash 34 Siege damage, +60 vs buildings. Small AoE. Skeletal, Unstoppable. Spawns two skeletons if it dies.
Support
Lich – Spectral (40% melee, ranged, and siege resistance), Lethargy: -2 AV, -20% Attack Speed, -20% move speed, Medium AoE. Animate Dead: Summons skeletons.
Revenant – Skeletal. Hit causes burning for 3 seconds. Immolation: 25 Fire damage in a Medium AoE. Causes Burning for 5 seconds.
Defiler – Agile, Infection: -1av, -25% move speed to single target. Toxic Mist: -3AV, 2 Magic damage per second for 10 seconds Medium AoE. Cloud of Fear: .25 Morale damage, 10 Second Medium AoE Entangle.

Shadow
Shadow units are generally stronger than other races.

Light Infantry – Shadeling: Very weak in combat. Very fast speed. Agile, +5 Siege vs buildings, Archer Foe, Recon.
Heavy Infantry – Reaver: Armored
Archers – Fury: Slow ranged attack
Light Cavalry – Wargs: Swift, Cavalry Foe, Recon
Heavy Cavalry – Beasts: Agile, Charge
Siege – Leviathan: Dreadfire Blast 35 Magic damage, +140 vs buildings. Medium AoE. Unstoppable, Monstrous.
Support
None, but Captains take the place of support for Shadow
Banshee: Unholy Strength: +4 av. Dark Restoration: 150 heal to single target. Fast speed
Fiend: Shadowswarm: Summon 4 Shadelings. Umbral Aura: +1dv, Fear reverse effect. Fast speed.
Shade: Agile, Recon, Trailblazing. Very Fast speed.
Warlock: Infantry Foe (+5 av vs Infantry). Umbral Shield: +20% Melee resist. Shadowshock: Paralyze for 5 seconds, 20 Magic damage, Medium AoE
 
 


 

 






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