Imho, the interesting thing in tactical combat is making non obvious choices. High Ground is only a non obvious choice if said ground is either: A) in the middle of the map, so moving your ranged dudes there risks them getting melleed. B) if you have a choice between abandoning the high ground or getting your ranged units melleed. C) if there are multiple positions with different boni available (f.e. defence bonus in a forest vs. better damage ou
Mightypeon
Hi, right now I appear to be in line to win my first game on immortal. I basically used a custom "not druid" with coercion, in hindsight, hypnotism would have been better. On immortal, things have tons of hps and defence, therefor it is of huge importance to gain enchancers for your offense. The most common buff is "Howl" for direwargs, followed by "bless" from some randoms and adepts. Howl adds +1 dam
Hi, I would like to offer some feedback based on my first game: -I picked the druid lady and customized her a bit. -Sov-wise, I went down the path to increased army sizes, and later went for snipers. -I found the beginning battles to be challenging, since the various bandit archers, especially on higher levels, could do considerable damage to my own mages/archers etc. Esepcially enchanters and clerics (got one randomly) fell v