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Nature -Barbarian -Berserker -Channeler -Chieftain -Druid -Wolf -Serpent -Bear -Geomancer -Rock -Shaman
The nature class is probably one of the most varied classes, although an emphasis is placed on stunning or immobilizing a unit or canceling its movement. But do not be mislead into thinking that the sole purpose of the nature class is to temporarily incapacitate or not allow enemies to retreat; the nature class features fearsome high damage units such as the channeler or chieftain who can claim a significant portion of an opponents army if not given adequate consideration. Also units such as the barbarian and berserker when used effectively can create massive devastation and disorder among your opponents' ranks. Barbarian Cost: 50 The Barbarian has the potentially to become extremely dangerous in a relatively short period of time, if given the time to properly land a couple of attacks on a unit. Due to its lack of armor though, it becomes a prime target for an opponent who does not wish to let your barbarian become a behemoth.
Berserker Cost: 100 Much like its relative the Barbarian, the Berserker's lack of armor makes it a juicy target. Its skill "only dies at the end of the turn" allows a player to execute some extremely interesting strategies with this piece. This skill means that if your opponent kills your Berserker, it will remain alive for you to use it for 1 turn. The lethality in this skill comes from the fact that even though your opponent is able to kill your Berserker before he has a chance to do any real damage to his units, the Berserker will stay alive for an additional turn and be able to strike at any units near him. If you use an Abjurer in conjunction with this piece, you will be able to rush into an opponents lines, trigger the "only dies at end of turn" skill, attack with it, and then recall the Berserker back to your castle and deploy him again with full health. Similarly you can use a Druid's "reset units stats" on a near death Berserker to bring him back to full health, or just deploy an Assassin on that piece. If you run the Berserker into an opponents "attack approaching enemies" piece and it dies, it will die at the end of your opponents turn, not at the end of your next turn.
Channeler Cost: 200 For the units cost, the Channeler, for a lack of better words, is a brutal unit. It is one of the few units to be able to annihilate an entire army in a couple of moves. The Channeler is extremely useful for 3 reasons. Since the Channeler gains 2 energy per turn, it is able to gather a large amount of potential attacking power relatively quickly. The Channeler also does not use actions when it attacks, which means it can attack as many times as your commands and energy allow for. Third, the Channeler essentially has 5 range, it can move up twice and attack anywhere within 3, allowing it to outrange most units. With proper backup and defensive units, such as Shield Maidens and Acolytes, the Channeler is definitely a force to be reckoned with. It also pairs well with the Longbowman and Command Post.
Chieftain Cost: 300 Due to its cost, the Chieftain is not used with much frequency, but that does not necessarily mean that it is without its uses. While it only has a medium armor value, this minor shortcoming is countered by its extremely high health and damage. Also its ability to cancel enemy movement when units attempt to move away from it can put your opponents in a pickle. A good strategy with the Chieftain is to keep it in your castle and wait for you opponent to begin to mount an attack. Then try to get your opponent into a precarious situation that requires him retreat, and play your Chieftain. Your opponent will be unable to pull units out, and will either have to sacrifice those units or bring units up to try to protect them, both unwanted scenarios.
Druid Cost: 250 The Druid is another one of those units that definitely gives a bang for its buck. Its ability to reset a units stats means that it can act as a healer, and units such as the Berserker can be brought back to life after their "only dies at end of turn" spell has been triggered. Also, its wide variety of summons allow you to summon units that fit your needs in any instance of the game.
Wolf Cost: Summoned The Wolf's 2 range "jump to target location" movement makes it great for closing distance with the enemy quickly.
Serpent Cost: Summoned The Serpent's poison ability combined with its ability to attack approaching enemies makes the Serpent one of the better summons that the Druid has. Any unit that is poisoned will slowly decrease health until it dies, making a cheap unit such as the Serpent able to kill units many times its value given there is enough time to allow the poison to take its course, and given that your opponent does not have a means to reset the units stats or return it to the castle. A wall of Serpents presents a very difficult obstacle for an attacking enemy to overcome, especially if they lack ranged units.
Bear Cost: Summoned The Bear's high life, medium armor and decent attack power allow it to take a beating and dish out a good amount of damage in melee combat. It suffers from having a lack of actions, which means it is difficult to close range without taking high damage from casters, archers and other ranged units.
Geomancer Cost: 200 The Geomancer features some interesting abilities. The "relocate the castle" spell is great for moving your castle up at the start of the turn and giving your units an extra 2 space head start when being summoned. It can also be used to move your castle around to deploy buildings in positions they otherwise would not be deployed at. The "entomb a unit within a rock spell" can be used to incapacitate your opponents units or to keep your units from getting killed off when they are faced with certain death, but the latter tactic is hardly ever used.
Rock Cost: Geomancer Spell With 4 health and full armor, the Rock is a tough nut to crack. When a unit is freed from captivity from a rock, it becomes stunned for a turn.
Shaman Cost: 150 The Shaman is a great unit because its medium armor, health and attack, couple with its 3 action points and attack anywhere within 2 ability to create a medium powered unit that has a striking distance of 5. Its ability to deter enemies from moving within 4 range is also great for keeping your opponents units where they are, so the Shaman and allies can take advantage of poor positioning.
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