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Comment by '''ABC''': Loyalists etc
Comment by '''Dreadnough''': They have a great core with versatile Spearman and fast Cavalry. Depending on the situation they can add highly specialised units such as Heavy Infantry, Mages, Meremen and Horseman. Finally their fencers can slip through enemy ranks and enable breakthroughs or disrupt the enemy's movement. As a lawful faction, they depend very much on the time of day, which results in dynamic unit movement.


Comment by '''Elven''': Rebels. They have a good trio. A tank (fighter), support/heal (shamans) and DPS (archer).
Comment by '''Elven''': Rebels. They have a good trio. A tank (fighter), support/heal (shamans) and DPS (archer).

Revision as of 17:25, 10 April 2021

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Comment by Dreadnough: They have a great core with versatile Spearman and fast Cavalry. Depending on the situation they can add highly specialised units such as Heavy Infantry, Mages, Meremen and Horseman. Finally their fencers can slip through enemy ranks and enable breakthroughs or disrupt the enemy's movement. As a lawful faction, they depend very much on the time of day, which results in dynamic unit movement.

Comment by Elven: Rebels. They have a good trio. A tank (fighter), support/heal (shamans) and DPS (archer).

Comment by ABC: Northerners etc

Comment by patience_reloaded: Undead due to their reliability when used correctly: Ghosts are very hard for most normal units (especially melee ones) to kill quick, most of the faction is poison-resistant, and due to having fixed traits, you know exactly what you get when you recruit them.

Comment by Hsaelt: Knalgans i like because they can take punishment and deliver punishment. Good HP, good damage outputs on units like gryphons and those guys with firearms. No real weaknesses in res good defence on hills mountains and those are commonplace

Comment by Knightmare: (Plays Drakes) Fire and Blood.

Comment by ABC: Dunefolk etc

This page was last edited on 10 April 2021, at 17:25.
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