cabbagemeister
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- Joined
- Jun 26, 2008
- Messages
- 517
Which of these units do you think is most effective for conquest?
Immortalsgreat city-breakers because you dont really care if they die
Keelyns Archmagesout of control powerful, if you can keep them alive against assassins
Balseraph Druidsupgraded from Harlequins, they can Dominate from mountain tops
Dwarven Druidswith Crush and a few Earth mana, these guys are like mini-Chalids
Stygian Guardsstronger than any other non-national unit (so you can put them out in quantity), plus they show up relatively early, plus they have water-walking
Horselord War-Chariotswith Warcry, they can kill up to eight units per turn and gain xp at an absurd rate
FireII-Promoted Golemsa Fireball per unit per turn is difficult to stop
Flesh Golemscan be made almost arbitrarily strong, if you build them right
Vampire Lordsall the benefits of Immortals, plus Death and Body spells, plus they can make their own Flesh Golems and sacrifice themselves to it. You need a ton of XP to get to Vamp Lords, but its not difficult to get them, just time-consuming.
Mounted Mercenariesif you have the cash-flow, you can cover the world in 7
3
units
Shock Warriorscan be built out of the gate for Aggressive leaders with Apprenticeship. Theres simply no counter for them.
OtherTheres so much cool stuff in this mod; what am I forgetting?
My vote is for Vamp Lords.
Immortalsgreat city-breakers because you dont really care if they die
Keelyns Archmagesout of control powerful, if you can keep them alive against assassins
Balseraph Druidsupgraded from Harlequins, they can Dominate from mountain tops
Dwarven Druidswith Crush and a few Earth mana, these guys are like mini-Chalids
Stygian Guardsstronger than any other non-national unit (so you can put them out in quantity), plus they show up relatively early, plus they have water-walking
Horselord War-Chariotswith Warcry, they can kill up to eight units per turn and gain xp at an absurd rate
FireII-Promoted Golemsa Fireball per unit per turn is difficult to stop
Flesh Golemscan be made almost arbitrarily strong, if you build them right
Vampire Lordsall the benefits of Immortals, plus Death and Body spells, plus they can make their own Flesh Golems and sacrifice themselves to it. You need a ton of XP to get to Vamp Lords, but its not difficult to get them, just time-consuming.
Mounted Mercenariesif you have the cash-flow, you can cover the world in 7


Shock Warriorscan be built out of the gate for Aggressive leaders with Apprenticeship. Theres simply no counter for them.
OtherTheres so much cool stuff in this mod; what am I forgetting?
My vote is for Vamp Lords.