posted 05-09-10 01:59 PM
EDT (US)
26 / 28
Here's one I've found that is surprisingly effective, especially in short games: Orcs, 4 fire 2 death (although you could probably reverse that, never tried), with Enchanter, Anarchist, Conqueror (you could replace Conqueror with Constructor too).
The idea here is just indomitable units. With that sphere combination, you're usually looking at Dark Gift and Fury, on top of Enchant Weapon, and there's a good chance of Unholy Darkness and Fire Halo, and a decent shot at Unholy Champion.
I'll usually get a couple of Axemen to take surrounding structures (since in most RMGs structures are defended by ranged and pole arm), then immediately get a War Hall and start producing Heavy Cavalry. 7 of those with Enchant Weapon, Fury and Dark Gift (which, if you're lucky, should be appearing in your research book early on, and one of them should even be starting spell) plus a similarly enchanted hero is enough to take down one other wizard at least.
Here I go against the grain and start pumping out Warlords rather than Shamen, after pausing to get a Shrine of War and Blood Totem. With Conqueror the Warlords should be Gold medal after a couple of battles, leaving you with units that are 19 ATT and 17 DAM (boosted to 20 (21?) and 18 with Unholy Darkness, and a frightening 20/20 against good units if you want to bother with Unholy Champion), plus the opportunity to do 50% more damage after Cursing an enemy, plus life stealing and extra strike. Their defence is nothing to scoff at, either. The unit becomes terrifying (I had two of them slaughter an army of Runemasters, Boar Riders and Earth Elementals, with full health at the end).
Of course, the low resistance is still a huge issue. Surprisingly, though, most races have few Res-targeting units. Against Undead, for example, you have only the Necromancer to fear IIRC. Against Dwarves and Humans? Nothing but priests. Still, some races (Elves with their Entangle, Tigrans, Draconians, Archons, Dark Elves) have a lot of options and are pretty popular, too. Plus there are spells. This is where Fire Halo comes in, as it makes you immune to many of the Res-targeting attacks of Tigrans, Draconians, and Fire Wizards. Unfortunately, there isn't much to do with the others but trust in your high health and lifestealing (you can easily count on a Warlord killing a Druid and Elder in one round, and probably a Mystic too. The trick is getting up there). The other option is to balance your army out with something else.
The reason why I like 4 Fire is for those pesky moments when you run into cities guarded by massive amounts of Hatchlings, which can cause surprising problems for your Warlords. But with a good chance at Fireball and a decent chance at Hellfire, you can eliminate those threats yourself, pretty easily. Of course, that's a gamble, and if that doesn't pan out you might find yourself relying on stuff like Swarm.
Anyway, this army can be absolutely terrifying and can get you a quick win, especially if the enemy is unprepared. Orcs have a crappy lvl 4 unit but those Warlords can take on most lvl 4s and win, not to mention spells like Forge Blast, Wither, and possibly even City Plague allowing you to cut down your enemy's production and keep them from reaching their top-tier units.