Difference between revisions of "How to play Northerners"

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(i guess noone will punish me for this ?)
 
(Northerners v. Knalgans)
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'''Orcish Assassin:''' A necessity against Knalgans. Poisoning any Dwarf will add up. Poisoning Gardsmen will add up faster. A couple of these to annoy and drive back Dwarves from their homes are a necessity.
 
'''Orcish Assassin:''' A necessity against Knalgans. Poisoning any Dwarf will add up. Poisoning Gardsmen will add up faster. A couple of these to annoy and drive back Dwarves from their homes are a necessity.
  
A first turn recruit you'll want a Grunt, 1 or 2 Whelps, 1 or 2 Assassins, and possibly another Grunt, a Rider, or Naga. Don't be afraid to Poison Dwarves even in daytime if you can do so from favorable terrain. If you see Ulfs are nearby, you'll want to take them out with Grunts.
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A first turn recruit you'll want a Grunt, 1 or 2 Whelps, 1 or 2 Assassins, and possibly another Grunt, a Rider, or Naga. Don't be afraid to Poison Dwarves even in daytime if you can do so from favorable terrain. If you see Ulfs are nearby, you'll want to take them out with Grunts.You'll want to use Whelps to go after Thunderers, and you'll want to take them out first generally, as they'll be the easiest units for you to kill. Have your Assassins Poison the Fighters while this is happening. Try to ignore Guardsmen if you can, because they will take too much effort to kill.Don't be afraid to sacrifice a Grunt to take a shot at an open Ulf if the opportunity arises and the CTK is sizable. The 7 gold difference in cost is worth the risk. If you can't finish it with one Grunt, 2 should do the trick. This will be a game of push and pull. You'll have to push at night and prevent them pushing at day with the Poison you plant. You shouldn't need more than 2 Assassins, but you will need to use them a lot.
 
 
You'll want to use Whelps to go after Thunderers, and you'll want to take them out first generally, as they'll be the easiest units for you to kill. Have your Assassins Poison the Fighters while this is happening. Try to ignore Guardsmen if you can, because they will take too much effort to kill.
 
 
 
Don't be afraid to sacrifice a Grunt to take a shot at an open Ulf if the opportunity arises and the CTK is sizable. The 7 gold difference in cost is worth the risk. If you can't finish it with one Grunt, 2 should do the trick. This will be a game of push and pull. You'll have to push at night and prevent them pushing at day with the Poison you plant. You shouldn't need more than 2 Assassins, but you will need to use them a lot.
 

Revision as of 17:24, 30 August 2006

General Northerner Strategies:

On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation. A Wolf Rider, a Grunt, a Whelp, an Archer and an Assassin recruit would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more advice.

In general, Northerners will win by mass. Northerners are the cheapest faction and need to utilize that advantage. Poison will be a crucial strategic element as Northerners have the only ranged poison in the game. Grunts and Whelps will be the meat of your army, but make sure to recruit Grunts or Assassins to hold villages, as Whelps do a poor job of this with 40% defense.

Northerners level quickly on the whole compared to other factions, so try to level any unit as they all grow in power quickly. Nagas upon level actually fare rather well on land, and Trolls will double their damage. Levelling Grunts gains you a great number of hp, but they are a tad slower to level than the other units at your disposal. Wolf Riders also do well as Pillagers to slow your enemy, and Assassins become better than Grunts at dealing melee damage. Try to focus your xp alotment to gain an advantage.

Your lack of ranged combat will mean you will be vulnerable to ranged counter-attacks. Plan accordingly and have some Assassins nearby to help defend against retaliation. Trolls are good for frontline blockers for their Regen, but keep them in hills or mountains where they have decent defense.

Northerners v. Knalgans

You'll want Poison to take these guys down. Take as many hill and mountain hexes as you can, and keep trolls in your front line during day to Regen.

Orcish Grunt: 12 gold village holders nighttime siege artists. Their damage, defense, and moves are better than Trolls, so having a few of these to search and destroy are a necessity.

Troll Whelp: A good choice against Knalgans for their high hp, 20% resistance to Blade and Pierce, and their ability to Regen. The extra gold will be worth it if you keep these guys on the hill and mountain hexes your opponent will want to take. A rotation of these guys will keep your front line from crumbling, and will keep Thunderer damage to a minimum. Level one of these and your damage will double.

Orcish Archer: Recruiting one of these to poke at Fighters and Guardsmen may prove useful, but more frequently you'll want to spend your gold on other units.

Goblin Spearman: Do not recruit Goblin Spearmen when fighting Knalgans. Their hp is too low for them to deal any significant damage before they die.

Wolf Rider: Your scout unit, you can use these to grab crucial hilly areas before Dwarves can reach them. If you can get him to level, the ability to slow Dwarves may prove exceptionally useful. Recruiting more than one of these may prove too costly though.

Naga Fighter: Recruit if there are important water or swamp areas you can control. Their neutrality and high defense will serve you well for 14 gold.

Orcish Assassin: A necessity against Knalgans. Poisoning any Dwarf will add up. Poisoning Gardsmen will add up faster. A couple of these to annoy and drive back Dwarves from their homes are a necessity.

A first turn recruit you'll want a Grunt, 1 or 2 Whelps, 1 or 2 Assassins, and possibly another Grunt, a Rider, or Naga. Don't be afraid to Poison Dwarves even in daytime if you can do so from favorable terrain. If you see Ulfs are nearby, you'll want to take them out with Grunts.You'll want to use Whelps to go after Thunderers, and you'll want to take them out first generally, as they'll be the easiest units for you to kill. Have your Assassins Poison the Fighters while this is happening. Try to ignore Guardsmen if you can, because they will take too much effort to kill.Don't be afraid to sacrifice a Grunt to take a shot at an open Ulf if the opportunity arises and the CTK is sizable. The 7 gold difference in cost is worth the risk. If you can't finish it with one Grunt, 2 should do the trick. This will be a game of push and pull. You'll have to push at night and prevent them pushing at day with the Poison you plant. You shouldn't need more than 2 Assassins, but you will need to use them a lot.