Which means pushing into an industrial empire is practically suicide, but further industrial armies are away from resources, the more difficult it will be to reinforce. So only a few cities will be capable of producing units. They will need nitric acid (and maybe sulfur) for light unit, and coal for heavy units. Units should be powerful but can only be produced with specific resources. I think the great weakness of industrial armies is the need for extensive logistics. It would be OP, but "magic counter guns" wouldn't as an argument work because magic counter swords too. In such an army, everyone should be able to use a bit of magic, even rank and file soldiers who are not specialist. For evidence, in the real world the first literate soldiers were from the industrial era. Which leave more time to study tactics and magic. Industrial agriculture free more people to work as professional soldiers, and guns arguably require less training than sword and bows, It can even be argued that gunpowder armies can employee more magic. Its goal is to teach you the core mechanics of the game, and give you some tips to help you get off to a strong start building up your. Some of them have absolute resistance to fire ( Elder, Flamer ), where the others have slightly lower resistance, but still good (60 ). This guide has been created for those who are new to the series or want more information about the game and how to play it well. Apart from their excellent race attributes, out of which Fast Healing is definitely the most useful the Draconian units do not stand out for anything exceptional. Gunpowder armies can also employee magic. Welcome to the Beginner’s Strategy Guide for Age of Wonders 3.
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