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Tigran - Barrens Running lets you go all in on musketeers without having to live with 28 move points the whole timeįrostling/Halfling - Frost Tank is resisted less often than normal Flame tank, Halfling Golem exists (better than Brew Brother at least) they don't really excite me that much because I view both golem and Tank as "tech nodes" for getting what you really want (Cannons) and I hardly ever actually build them. Human/Orc/Dwarf have the armored trait on their normal units (Knight,ShockTrooper,Firstborn,but also the archers and t2 cavalry) so they can just get the +1 from Dreadnoughts Empire Upgrade to all armored units. I like Expander on its own but I really spam roads when my whole army is 28 movement the whole game (and if you have the balance mod the builders are a better source of Machine stack regen than Engineers who have to get gold experience instead of having it at level 1)ĭestruction + 50% magic damage technically applies to Unstable Mana Core haha.
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Expander is great to offset growth penalty. You can pick wild to debuff, fire to buff Your resists, earth to have tanky Frontliner summons, greyguard for crit on deathbringers, etc. Necro, imo, benefits from anything but Life/good magic. If You choose gobbos - stacks of butchers front/muskets backline, buffed with shadow life steal - amazing cheap mass armies. U can get AOE phys/fire weakening on enemy, making muskets or fire tanks/priests heavy hitters. Fancy late game spells are just nice if game last that long.Īnother good spec is Wild magic mutation debuff. I do play vs hardest AI so being able to catch up AI spam capability is a priority imho. That makes them cheaper to spam and get the bonus armor/HP/res. Plus almost any unit there is 'armored' (everybof You're dwarf).
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As Dread I focus on mass production on spam muskets and cannons. I don't find Mana Core to my to go spell. Fire weakening on anything and U can melt even stacks of Archon titans with t2 priests(dwarf) as I did my last game.
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