Age of Wonders III

Age of Wonders III

Chivalrous Intentions
That Human  [developer] 21 Mar, 2020 @ 11:47pm
Race/Class Combination Playstyles
A list on each combination and (intended) playstyle.

Draconian Arch Druid:
Much like the animals they field, the druid units cover some fields that Draconians usually don't, giving them a wider arrange of tactics.
New Units:
Jungle Stalker: Cavalry with a strong focus on flanking, blight damage and anti-cavalry. Gains first strike on gold rank.
Arboreal: Monster that entangles enemies on strikes but is weak to fire. Class research allows it to be much cheaper in upkeep.

Dwarf Arch Druid:
With heavily armored dwarves and frail but plentiful animals, the druid arsenal sets out to close the gap with pikemen capable of supporting the animals and preservers that can convert animals and act much like a cheaper alternative to the shaman.
New Units:
Beastmender: Pikeman with the ability to cast Awaken Spirit.
Preserver: While a rare dwarf unit without armor, they can befriend animals and their multi-elemental attack is widely useful.

Frostling Arch Druid:
Fast class units and cheap animals is a staple of druids, and frostlings excel in these fields, able to produce penguins as scouts or cheap troops and all new units can swim, giving them more mobility.
New Units:
Penguin Soldier: Cheap unit for potential hordes, penguins can swim and act as scouts with very low upkeep.
Huntress: Fast charging pikewoman somewhat weak to physical strikes, designed with offense in mind.

Goblin Arch Druid:
Goblin druids love spiders. Their focus lies heavily in their use and the use of their abilities.
New Units:
Spiderganger: Unit that counts as an animal and have a combination of goblin and spider strengths and weaknesses.
Brood Witch: Capable of summoning spiderlings to break enemy ranks and cast web.

Halfling Arch Druid:
Speed is important for druids, and halflings are no exception. While not as fast as most, their mounted troops benefit their armies with useful abilities and strong ranged capability.
New Units:
Gamekeeper: Mounted archer effective versus animals and monsters.
Hermit: Strong melee support unit capable of charging and befriending animals and other useful abilities.

High Elf Arch Druid:
The Wood Elf origins of their people is most clearly seen in the druid arsenal. While their units may not stand out particularly, fast infantry and better mid-rank archers allow them stronger use of their inherent strengths on top of their animal packs.
New Units:
Glade Runner: Fast light infantry good at escaping and flanking.
Sylvan Ranger: Excellent archer unit standing between Longbowmen and Noble Archers, able to fire an additional arrow.

Human Arch Druid:
In a sense, human druids further strengthen two lesser strengths of the race: archers and healers. While priests are popular support units, herbalists can support armies with a healing ability on a cooldown rather than single use and huntsmen provide them greater range in combat.
New Units:
Huntsman: Hunter variant with a longbow.
Herbalist: Unit capable of healing and poisoning. Can weaken on gold rank.

Orc Arch Druid:
Perhaps the least conventional of druids, as their new units are all cavalry. Befriending animals means for orcs simply more beasts to crush their foes with.
New Units:
Stomper: Orc elephant rider. Highly effective versus the shorter races (except frostlings).
Dread Chariot: Massive, heavily armored chariot capable of striking enemies with fear.

Tigran Arch Druid:
Tigrans are fast both on foot and in the sky, and druids further strengthen this.
New Units:
Catmaster: Versatile skirmish cavalry with strong range and melee capabilites.
Manticore: Flying monster with poisonous attack. With class research, it is also inexpensive in upkeep.

Draconian Dreadnought:
Anything beyond partial armor is unconventional to draconians, but dreadnoughts allow armor to be mass produced. The addition of gunpower also allow them new use for these slow-firing weapons.
New Units:
Firelancer: Lighter, cheaper alternative to the musketeer available earlier. Damage is split between physical and fire.
Thunder Brave: Musket cavalry useful for skirmish tactics.
Battle Strider: Heavily armored Terror Lizard used much like a living battering ram.
Armored Dragon: Dragon with heavy armor plating, benefitting from all related research.

Dwarf Dreadnought:
Dwarves pre-existing strength in armor coupled with that of the dreadnought is doubled with support for their machines and even greater firepower. In a sense, they are the most conventional of dreadnoughts.
New Units:
Blunderbussman: Irregular using a blunderbuss as his primary weapon, effective against packed groups of enemies.
Mechanic: Irregular adept at repairing machines.
Breechloader: Musketeer capable of firing every turn.
Little Modin: Giant cannon with fiery projectiles.

Frostling Dreadnought:
A frostling dreadnought lives by a simple mantra: "Keep firing!". They want to fire and fire fast. They have multiple units that requires not to be reloaded and snaphances that allow the slow-firing standard class units to fire faster.
Snaphance: Musketeer variant with the ability to reload other units.
Frigid Cannon: Single-target cannon that requires not to be reloaded and can freeze enemies.
Warwolf: Massive trebuchet that fires explosive loads over great distances.

Goblin Dreadnought:
Explosions and toxins are the beloved weapons of the goblins, and the dreadnought excel in these.
New Units:
Rocketeer: Armored fireworks-firing unit, essentially a stronger version of the halfling jester.
Toxi-tank: Tank that sprays poisonous gas.
Goblinator: Giant robot with gas breath weapon.

Halfling Dreadnought:
The best way to describe the halfling dreadnought is combined strengths. Their officers provide surrounding units with better luck, and ther festive landship is the end result of combining the Fireworks Cart with a Juggernaut. On top of this, there is the observation machine that allows them better scouting.
New Units:
Obsvervation Machine: A greater Spy Drone, produced in cities.
Minuteman: While weaker than the musketeer, the minute moves faster and places itself in guard mode after reloading. As long as no enemy gets to him after a volley, he is more likely to survive.
Festive Landship: Heavily armored unit that fires multiple fireworks at once.

High Elf Dreadnought:
Even for a dreadnought, elegance comes first for the elves. Their arsenal focuses on using the dreadnought's strength to bridge the gap between their melee and ranged capabilities.
Vindicator: Infantry with a short-range pistol that can fire at the move.
Argent Automaton: machine that, as it gains ranks, slowly becomes a pikeman-style unit.
Auric Automaton: machine that fires at long distances with no range penalties.
Auric Phoenix: Flying unit that excels in close quarters.

Human Dreadnought:
The greatest strength of humans being their heavy cavalry, the dreadnought supports this further with ranged units supporting them from afar and combinig both in the cuirassier.
New Units:
Royal Musketeer: Musketeer with greater range and damage.
Cuirassier: Heavy cavalry that can fire a pistol on the move.
Regal Landship: Landship with the ability to cast a rallying cry to support non-machine units.

Orc Dreadnought:
Even more obsessed with explosions than their goblin peers, orcs are adept at blowing things up and blowing up. They focus on strength and area of effect attacks. Arguably, they are the best at fighting other dreadnoughts.
Spitroaster: Pikeman with fire damage. Explodes on death.
Demolitionist: Irregular that can destroy most machines and walls almost instantenously, granted he lives long enough to reach them.
Smash-Crush-Breaker: A giant robot with a cannon arm. Reloads automatically.

Tigran Dreadnought:
Much like the high elves and orcs, Tigran dreadnoughts focus on close quarters. However, their use is more focused on direct assaults with powerful machines while the rest flank or attack from range.
New Units:
Naffatun: Archer class unit that throws firebombs.
Brass Automaton: Machine adept at defending and attacking.
Uraeus: Giant mechanical snake that races into the enemy army and devastates their ranks.

Draconian Necromancer:
With flying and teleporting units, draconian necromancers are great at breaking into enemy ranks to cause chaos and their sacrificed can, if supported with healers, make the already hard-killed undead armies even harder.
New Units:
Sacrificed: Irregular that can absorb pain.
Tzitzimitl: Infantry that can teleport into enemy ranks.

Dwarf Necromancer:
While not benefitting from their resistance to blight, a dwarf may instead enjoy the fact that some of their new units release lost souls on death, prolonging the battle as a result. Their larger number of units that can tunnel also make them more mobile underground than their living counterparts.
New Units:
Rotbeard: Heavy infantry that tunnels and releases lost souls on death.
Rotback: Cavalry that tunnels and releases lost souls on death.
Oathbreaker: Fallen Firstborn surrounded in green flame that curses enemies that hits him.

Frostling Necromancer:
Strong, rank-breaking units is the love of the frostling necromancer. This, diseases, frostbite and other nasty things make them strong as long as no one brings fire.
New Units:
Draug: Strong infantry that can break guard.
Maggot Hive: Mammoth that lowers morale with it's stink and carries diseases.
Everfrozen: Heavy tireless dual-wielding infantry that shatters on death.

Goblin Necromancer:
They may be weak, but they are plentiful. Necromancers enjoy the spreading of disease, and with undying hordes of weaklings and strong trolls that are disease incarnate, they couldn't be happier.
New Unit:
Zomblin: Weak undying unit.
Rot Troll: Troll that does not regenerate, but spread disease, stinks and is bloated with gas.

Halfling Necromancer:
The inherent luck of halflings go beyond the grave, and make them quite a formidable foe as a result. Their focus lies in keeping their armies alive and running.
New Units:
Mourner: Unit that can backstab and maintain machines. Inflicts despair and can cause large numbers of enemies to despair at gold rank.
Bonefinder: Flying support that can create cadavers.
Sarcophagus of the Betrayed: Machine that can resurrect undead and unleash a noxious gas. Will eventually be able to raise zombie hordes.

High Elf Necromancer:
How does one truly live forever? To some, it seems undeath appears the only viable option. Necromancers may lack the nobles of the living, but make up for it with another type of strong pikemen and powerful casters capable of keeping their troops alive.
New Units:
Eternal Guard: Pikeman that brings despair. Resurgence on gold rank.
Mistress of Eternity: Support that can resurrect the undead and charm their foes.

Human Necromancer:
As their unique units are all vampires, human necromancers focus primarily on keeping themselves alive through lifestealing.
New Units:
Vampire: Irregular with shadow step and strong lifesteal capabilities.
Blood Hunter: Cavalry that can throw net. Evolves into Vampire Knight.
Vampire Lord: Heavy infantry with strong attack as it has both bloodthirsty and inflict bleeding wounds.
Vampire Knight: Heavy cavalry that cuts through troops by the use of killing momentum and lifestealing.

Orc Necromancer:
Orcs are less prone to get tired when alive, and among the undead, this is even less likely. They enjoy a strong frontline with strong troops that never tire, and some that just won't stay dead.
New Units:
Husk: Tireless two-handed infantry.
Deathless Rider: Undying cavalry.
Deathmarcher: Tireless heavy pikeman that suffers no terrain penalties.

Tigran Necromancer:
Guardians of the dead, the Tigran Necromancers focus on countering other necromancers with spirit and fire damage and various other abilities.
New Units:
Mummy: Infantry that can curse enemies.
Skeleton Guardian: Tireless defender.
Tomb Guardian: Elemental effective against undead and resistant to physical ranged attacks.
Queen of the Lost: Versatile support unit that can take control of other undead units.

Draconian Rogue:
The only rogue that truly embraces their dark pact, draconian rogues field units that have become half-shadow hybrids, and are more magically versatile as a result.
Units:
Cutthroat: Irregular that can backstab and spit fire, versatile.
Shadowblood: Draconian incorporeal half-elemental with blight and shock damage.
Dominator: Flying melee support that can dominate units and cause fear.

Dwarf Rogue:
Ever the clever smugglers, the dwarven rogues have gotten their hands on gunpowder weapons. Dwarf rogues can field musketmen just like dreadnoughts and their ruffians can throw flash bangs.
New Units:
Ruffian: Irregulars acting as infantry, versatile unit that can use defensive strike and throw flash bangs. Can hurl net on gold rank.
Gunman: Stronger but more expensive musketeer lacking armor.
Buccaneer: Irregular with a pistol, can taunt.

Frostling Rogue:
With a focus on raiding along with deception, frostling rogues are a bit more conventional than most. Some of their units cost less upkeep when in foreign lands as a result.
New Units:
Vikingur: Irregular that doubles as a melee fighter and ranged unit. Great at climbing walls.
Plunderer: Two-handed infantry that excels at breaking gates and machines.
Pillager: Cavalry with fire damage and decent demolisher.

Goblin Rogue:
Irregulars are the greatest strength to the goblin rogue, and not only their uniques. With goblins being weak, their additional damage benefits them greatly as long as someone else takes the blow.
New Units:
Looter: Versatile irregular that doubles as melee and ranged unit.
Rapscallion: Irregular mariner with sabotage and throw net.
Happy Stabber: Irregular with high damage and morale. Can pounce.

Halfling Rogue:
Kleptomania is a common problem with halflings, and the fact they field thieves reflect this. They are masters of having their foes run around frustrated, and some of them can use their thievery in such a way it truly benefits them in combat, aggravating their foes more.
New Units:
Thief: Invisible irregular that can easily get out of dangerous situations.
Scallywag: Mariner with a blunderbuss.
Master Thief: Improved thief that is better in close quarters if needed be, but even better at getting away. Can learn to steal spells.
Rustler: Cavalry that can throw net. Eventually learns to befriend animals.

High Elf Rogue:
A high elf rogue can be summed up as someone with inherent strong range and a class providing high damage in close quarters. Their arsenal provide them a little bit of both.
New Units:
Night Guard: Pikeman with blight damage.
Corsair: Irregular with a longbow, strong at range and melee.
Trickster: Wall-ignoring, teleporting irregular that can deal high damage to his foes by his multi-elemental attack. Can also steal spells.

Human Rogue:
A human rogue is typically an unscrupulous nobleman, and this is reflect in their use of equally roguish types to get their way. Their troops are well-rounded for combined tactics.
New Units:
Knave: Pikeman with coup de grace. Works well in synergy with civic guards, scoundrels or other units with throw net.
Sea Dog: An irregular mariner that can fire a pistol every turn and throw net.
Charlatan: Support unit that acts somewhat like an improved bard but with higher survivability and overall usefulness.

Orc Rogue:
An orc is no pick-pocket. He knows that, if you want to use underhanded methods, you sneak up on your foe and slit their throat or intimidate them so badly that they run in fear. Orcs rely on some of their regular strengths: power and striking fear into their foes.
New Units:
Slitter: Unit excelling in flanking foes and striking them while they are down. Physically weak (for an orc) but excellent damage and speed.
Freebooter: An irregular mariner that can fire a pistol every second turn.
Enforcer: Heavy infantry with the ability to cause fear.

Tigran Rogue:
With great natural agility, rogues use this to great effect, sending in sphinxes into enemy ranks to cause havoc, assassins to pounce and muses to support them.
New Units:
Corsair: Fast infantry mariner.
Muse: Support unit aiding other units with inspiring aura, minor barding skill, among others. On rank, can heal magical creatures. On gold, can double as an alternative to Overseers with Lion's Courage.
Obsidian Sphinx: Melee-focused sphinx with fear strike.

Draconian Sorceror:
Masters of fire, no one knows fire as well as the draconian sorceror. Magic is well interwoven into their society, and as such, their armies focus on using this as a directed weapon.
New Units:
Fire Spirit: Elemental creatures of pure flame. Weak to frost, but very dangerous to anything flammable that gets too close to them.
Infernal: A draconian with magic powers almost consuming him, infernals dive into enemy ranks and sets them ablaze and explodes on death as a final spiteful act.

Dwarf Sorceror:
Masters of the forge, dwarven sorcerors focus on enchantment and magical machinery.
New Units:
Artificier: Can use enchantments meant for weapons and armor as afflictions upon their enemies, one for each element.
War Boar: A living machine, rushing into enemy lines. Healed per turn based on the number of dwarves in the army.

Frostling Sorceror:
Combining shock and frost magic, frostling sorcerors are masters of debuffs. Their ability to use the magical forces of the north have allowed them to manifest the Northern Glows, once a staple of the frostling armies.
New Units:
Ice Mage: A mage focused on ice magic, effective at debuffing foes. Can encase enemies in ice from a distance.
Northern Glow: An incorporeal orb of energy that stuns anything that it touches and touches it.

Goblin Sorceror:
In their search for power, nothing is too risky for the goblins. Their units tend to play into a risk-and-reward mentality.
New Units:
Gibbering Giblet: A poor goblin or other subject turned into a pile of guts. Regenerates very fast and spreads disease, but is weak to multiple elements and deals very low damage.
Prodigy: Can cast bolts of one element per rank at the cost of increased damage, but levels quickly.
Planar Emissary: An eldritch creature from planes beyond. Can cause fear and turn dead goblins into planetouched ones.

Halfling Sorceror:
No sorceror suffers as much from having mediocre conventional troops than halflings, and they are aware of this. Their troops focus as a result on keeping themselves away from enemies as their summons take care of their foes in close quarters.
New Units:
Magic Servant: Magical creature with a ranged attack that can support other units (and themselves) with various support abilities, including some for machines.
Arcanist: Flying support unit that can call down lightning. Weak, but with a very powerful attack.

High Elf Sorceror:
Considering themselves the masters of the arcane, High Elf Sorcerors specialize in dealing with spellcasters they consider beneath them.
New Units:
Mageblade: Irregular specialized in fighting support units and summons. Melee attack and ranged attacks have different elements to allow them greater flexibility.
Arcane Guardian: An armored shock-oriented elemental, while having low hitpoints it can take and deal serious beatings.

Human Sorceror:
Ever seeking greater knowledge, human sorcerors surround themselves with similar minded individuals. With buffs and gargoyles, they can counter some elements masterfully.
New Units:
Arcane Scholar: A spellcaster with many different spells but weak attack.
Gargoyle: Flyer immune to multiple elements. Requires apprentices or arcane scholars to heal it.

Orc Sorceror:
Even in the field of magic, orcs are brutes. They rely more on debuffing their foes than other orcs however, but still send in strong units in close quarters, now including dancing swords and summoned demons.
New Units:
Dancing Sword: A floating weapon that attacks tirelessly. Requires apprentices or summoners to heal it.
Summoner: A support unit that can summon a T2-T3 demon to aid him in battle, from a lowly Hellhound to a mighty Shadow Stalker.

Tigran Sorceror:
Masters of mysticism, tigran sorceror armies field a strong combination of support units, benefitting well from class research.
Djinn: Magical floating support unit that can attack multiple foes at once and heal itself and other magical creatures.
Seer: A support unit mounted on an elephant, benefits well from research. Can cast Safeguard to protect others or itself.

Draconian Theocrat:
Considering their dragon ancestors divine, they focus heavily on holding a strong frontline and supporting their units with the powerful Dragon Ancestry ability.
New Units:
Chanter: Irregular that can draw units with a fire-based taunt ability and explodes on death, useful at causing enemies to rush into Crusader or Divine Inheritor ranks.
Divine Inheritor: Support unit that acts much like an infantry unit, can support other troops and itself with Dragon Ancestry. Also blinds attackers.
Dragon Saint: Can cast Dragon Ancestry on Draconian allies, a powerful fire dragon.

Dwarf Theocrat:
Nothing to a dwarf theocrat is holier than their most ancient of ancestors. The Dwarf Theocrat is very straight-forward, improving on existing strengths of the dwarves.
New Units:
Pilgrim: Light pikeman unit effective in assaults. Decent at avoiding damage despite lacking armor.
Rune Priest: Support with Fire Bomb and can learn Magic Bolts. Bestows Iron Heart, making it a good unit to combine with Forge Priests.
Firstborn Paragon: Powerful infantry that counters traditional enemies of the dwarves. A highly buffed version of the Firstborn.

Frostling Theocrat:
Focused on frost damage but have a sense of versatility. They further support their armies with buffs and strong troops.
New Units:
Gothi: Support with multi-elemental attack. Immune to mind control and provides buffs to the whole army.
Einherjar: A more conventional alternative to the Exalted, Einherjar serve a more defensive role.
Herald of Winter: A monstrous bird that freezes foes. Can spread winter on higher rank.

Goblin Theocrat:
Nothing says misery like being covered in disease and then marked as a heretic to some obscure plague god. Goblin theocrats relishes in bringing down their foes with numbers and debuffs.
New Units:
Fanatic: Two-handed (among other things) infantry with mind control immunity. Cheap devout unit.
Pontifex: Versatile and strong support that can denounce every second turn.
Blight Dragon: A dragon that spreads debuffs to all it oppose.

Halfling Theocrat:
Not the greatest of fighters, halfling theocrats prefer using methods of converting their foes to their side rather than bloodshed, or atleast be more lucky.
New Units:
Scribe: Irregular that learns quickly, can become a kind of support unit on high rank with useful abilities.
Vicar: Handy support. Can convert on gold rank.
Patron Saint: A pacifist that can convert every turn and also heal and cast buffs.

High Elf Theocrat:
With a high focus on versatility, the High Elf Theocrat have a combination of racial strengths and class strengths but also some weaknesses.
Cleric: Versatile support that can entangle units in roots and heal. Can inflict daze on gold rank.
Stormborn: Exalted variant with more focus on survivability and shock damage but lacking resurgence.
Sacred Dragon: Powerful spirit-focused dragon. Dominates on gold rank.

Human Theocrat:
Strong Will is a staple for human theocrats and their armies, and their spirit damage is higher than most. Their high tierr units often gain resurgence on gold rank, being truly blessed by the divine.
New Units:
Deacon: Support with multi-elemental attack that buffs the morale of the army it is connected to. Can summon Cherubs on gold rank.
Anchorite: Heavy melee support with strong will that can unleash a heavy strike that cannot be retaliated against. Gains resurgence on gold rank.
Grail Knight: An extremely powerful knight, gains resurgence on gold rank.

Orc Theocrat:
Military might is as important for the theocrat as other orcs, but with the useful addition of keeping their troops alive through healing. Very offense oriented, orc theocrats generally lack range strength but makes up for it with the wild variety of ways they can crush enemies in close quarters, hoping that Shrine of Smiting will be a powerful enough ranged unit.
New Units:
Iconoclast: Two-handed light infantry effective against machines.
Spirit Healer: Support heavily focused on healing with multiple abilities for this purpose.
Son of the Flame: Heavy two-handed infantry with powerful fire attack.
Glutton: A giant monster that can swallow foes.

Tigran Theocrat:
Much like the Tigrans overall, theocrats rely on speed and clever use of abilities to use their full potential. Their devotion to Yaka and hatred of his enemies is seen in their greater reliance on denouncing heretics.
New Units:
Zealot: Strong-willed infantry with righteous zeal. Frail but potentially deadly if used right.
Shadow Priestess: Fast melee support unit that can denounce heretics.
Temple Elephant: Cavalry with unusually high resistance for a tigran unit, deals fire, spirit and physical damage and is healed per turn based on the amount of devout units in the army.
Elder Sphinx: Powerful sphinx with all it's inherent strengths improved.

Draconian Warlord:
Draconians are individually strong, but often comes off as weak due to their small numbers and lack of armor. Warlords focus on providing their troops with greater offensive power while retaining a focus on fire damage.
New Units:
Savage: Two-handed infantry that can guard break.
Scorcher: Fire-bombing, mounted flying unit.
Sunbearer: Pikeman with reverse-engineered (through magic) sunshields and projectile reflection. Focuses on being a fire-based pain to attackers over outright great defense or offense, protecting itself by being difficult to deal with.
Red Dragon: A powerful dragon, more physical-focused than the Fire Dragon. Can dominate on gold rank.

Dwarf Warlord:
For dwarves, warlords enforce existing strengths but give it an offensive edge, culminating in a powerful flyer, an otherwise alien concept.
New Units:
Shieldbiter: A more defensive alternative to berserker yet more offensive than the housecarl. The classic dwarven defensive strike is replaced with warcry.
Summit Guard: A heavy pikeman effective against floating and flying enemies, becomes effective against other pikemen on rank.
Gryphon Lord: A heavily armored flying cavalry unit.

Frostling Warlord:
Oddly, frostling warlords have some focus on the survival of their casters. They otherwise improve on existing strengths.
New Units:
Ulfhednar: An armor-piercing alternative to berserkers that deal no frost damage.
Royal Retainer: A powerful pikeman unit that explode on death.
Ice King: A giant that can take hits for female frostlings, improving their chances of survival.

Goblin Warlord:
Naturally weak, goblin warlords believe using chemicals will improve their chances. Their focus lies in stronger units than other goblins, mostly mutated abominations.
Mutant: A strong infantry unit that can break guard. Gains Regrowth on gold rank.
Turtleguard: A heavily armored goblin that excels in holding position. Unusually strong, for a goblin.
Arachnaoth: A giant mutated spider that frightens enemies and crushes through walls.

Halfling Warlord:
With the courage to protect their loved ones, halfling warlords sport units with good morale, allowing them better use of their inherent luck. They have also befriended hill giants, allowing them a powerful ranged unit.
Gallowglass: Two-handed infantry with good morale.
Parade Guard: High-morale pikeman that can taunt and guard. Not strong in damage, but good at holding the enemy's attention.
Elder Hill Giant: A powerful giant that throws boulders and can charge if needed.

High Elf Warlord:
Among the high elves, being a warlord means more disciplined and fearless troops. They rely more on strong close quarters combat than other elves.
Judicator: Two-handed infantry effective against devout, good and evil units.
Noble Vanguard: Strong two-handed infantry with first strike.
Gryphon Prince: Heavily armored flyer that can dazzle.

Human Warlord:
Versatility is key to human warlords, who can field versatile infantry and defensive powerhouses, culminating in knights in the sky.
Wolvenguard: Armor piercing two-handed infantry effective also versus machines and animals.
Retinue Guard: Strong pikeman effective at holding a position.
Gryphon Knight: Heavily armored flyer with strong will.

Orc Warlord:
While having the least impressive arsenal of new units compared to other warlords, orc leaders are inherently warlords, and those who go by the title simply are more brutal than the rest. Their strengths awaits towards the end of their tech tree, were brutality has been perfected.
Annihilator: Powerful offensive pikeman that breaks enemy morale and never tires.
Tyrant: Monstrous orc that destroys walls and frightens enemies with it's presence. Can also break mind control.

Tigran Warlord:
While most tigrans rely on speed, tigran warlords are more akin of a sledgehammer being thrown at an incredible velocity. They rely on a combination of speed and power.
Pariah: Armored two-handed infantry that curses enemies. Improves army morale on death.
Phoenix Guard: Fire-focused heavy pikeman that gains resurgence on gold rank.
Roc Rider: Powerful flying cavalry that counters it's own counters.
Last edited by That Human; 12 Nov, 2020 @ 11:02am
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Showing 1-4 of 4 comments
That Human  [developer] 24 Mar, 2020 @ 1:23am 
Tell me if anyone wants a similar list to general units!
NKlein1553 24 Mar, 2020 @ 1:22pm 
This is awesome. Please more, if you have the time.
King of Quiek 27 Mar, 2020 @ 7:29pm 
I would like a list over the other units too. It's really nice to see your thoughts behind each added unit, as it makes it a lot easier to quickly know their strengths and roles.
Theobald 31 Mar, 2020 @ 9:54am 
Yes, please, moar !
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Showing 1-4 of 4 comments
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