![]() bringing 2 armies, adjacent, to 1 fight seems to do nothing). Parties cant seem to assist eachother in fights (e.g. You WILL be stuck with only being able to actively recruit goblins for the beginning, though if you are careful not to lose your non-goblins, you can roll with them as your main party. Things may vary, but even the dwarven looking artificer starting in the mountains gets the same goblins stuff (though I have fought against dwarves). So, I 'think' you can get away from goblins after the first one or two dozen turns, if you like, however I am mostly playing on the first 2 maps (left) which are intro/medium maps. That hero unit is similar to your starting wizardry (Necro will be dark energy and in theme, or a Human mage for Alch, etc). These come from quest outcomes, such as subjugating people into service, or having meat (i needed 2) in your inventory when encountering wolves unlocked the option to tame them.Īlso, around turn 10ish, you will get your first hero unit (unit stacks seem to be 5, 1 hero and 4 units max, at least early on. If you are necromancer, you can craft units (i switched my whole part over to undead Calvary, swordsman, and archers). ![]() You CAN collect other units, human hunters, human miners/villagers, wild wolf pack, etc. Your first turn, you go to your tower (base of operations) and your 2nd turn you go to a nearby friendly/under your control goblin camp.įrom here (turn 2-3) things change a bit. There are essentially 3 starts (Necro, Artificer, Alchemist) and all three of them start with a summoned unit (tier 2, doesn't gain xp) and a couple goblin melee.
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