mboettcher
General
- Joined
- Aug 24, 2007
- Messages
- 524
Personally I used to never use warlords, they seemed too fragile and didn't seem to give me much of an advantage.
However, with the plethora of strong promotions available I realized one can create very strong stacks, practically invincible stacks of units with a couple of warlords. Plus melee units have access to promotions gunpowder units don't and they carry over making for very strong riflemen once your super macemen warlords upgrade. It also made me reconsider the value of the imperialistic trait. This makes imp/char a strong combo.
I always have a few different roles for my warlords:
Medic (one is enough, I keep all in same stack)
Early powerful combat (1 at first maybe 2 depending)
Long term combat (1 and then as many as generals permit)
Calvary (same as long term)
Artillary (1-2)
This stack can't really be beat if you bring troops with it.
The value of sticking a warlord on calvary became apparrant to me because early on they can survive almost any battle and get 2 xp out of it while damaging the best defender. The speed is also useful. Combine +30% withdrawal, Flanking I and II with March and a medic and you have a hell of a repetative undying unit.
Medic: basically medic III plus woodsman III (40% heal). City radier helps because its good to rack up xp without risking death.
Artillary: because they keep dying, because they have access to March (can heal while moving i.e. after an attack) and tactics (+30% withdrawal, warlords only) and because it can do a lot of damage.
Early powerful infantry: designed entirely for early combat. You take promotions that become out dated like March (which might be worth it anyway for the long term combat), +25% archery, melee..
Still don't forget city raider I-III and +25% vs siege units- both of which are not available to gunpowder infantry. Also Guerilla III plus tactics gives 80% withdrawal for infantry. Not too shabby.
Long term: basically pick up only promotions that will be useful to mech infantry (with the exception of march which allows more combat more often).
That way you can get infantry that heal while they move, have city raider III, 80% with drawal, 6-8 first strikes (Woodsman III and Drill IV) and +75% combat (combat VI) along with many other minor abilites. Pretty much the hardest unit ever to kill. Especially in stacks.
What do you guys do with warlords, if anything? Feedback pls
However, with the plethora of strong promotions available I realized one can create very strong stacks, practically invincible stacks of units with a couple of warlords. Plus melee units have access to promotions gunpowder units don't and they carry over making for very strong riflemen once your super macemen warlords upgrade. It also made me reconsider the value of the imperialistic trait. This makes imp/char a strong combo.
I always have a few different roles for my warlords:
Medic (one is enough, I keep all in same stack)
Early powerful combat (1 at first maybe 2 depending)
Long term combat (1 and then as many as generals permit)
Calvary (same as long term)
Artillary (1-2)
This stack can't really be beat if you bring troops with it.
The value of sticking a warlord on calvary became apparrant to me because early on they can survive almost any battle and get 2 xp out of it while damaging the best defender. The speed is also useful. Combine +30% withdrawal, Flanking I and II with March and a medic and you have a hell of a repetative undying unit.
Medic: basically medic III plus woodsman III (40% heal). City radier helps because its good to rack up xp without risking death.
Artillary: because they keep dying, because they have access to March (can heal while moving i.e. after an attack) and tactics (+30% withdrawal, warlords only) and because it can do a lot of damage.
Early powerful infantry: designed entirely for early combat. You take promotions that become out dated like March (which might be worth it anyway for the long term combat), +25% archery, melee..
Still don't forget city raider I-III and +25% vs siege units- both of which are not available to gunpowder infantry. Also Guerilla III plus tactics gives 80% withdrawal for infantry. Not too shabby.
Long term: basically pick up only promotions that will be useful to mech infantry (with the exception of march which allows more combat more often).
That way you can get infantry that heal while they move, have city raider III, 80% with drawal, 6-8 first strikes (Woodsman III and Drill IV) and +75% combat (combat VI) along with many other minor abilites. Pretty much the hardest unit ever to kill. Especially in stacks.
What do you guys do with warlords, if anything? Feedback pls