![]() Similar in use to Reveal Faction IntentionsĪll characters have their movement disabled for the faction’s following turn. Grants total vision of a target faction’s territory. Potentially useful for outmaneuvering enemies ![]() Shows the movement and attack plans of all armies a target faction controls. Situational, only useful for enemies trying to flank you Niche, as the rebel army is small and weak Open the gates of a major settlement with walls for any battles in that settlement in the next few turns.Ĭauses a rebellion in a region, spawning a hostile army next to a settlement. Using this on cooldown efficiently secures territory.įaction capitals cannot be controlled via this mechanic It can also defeat most units from an age up and all the ages below.Transfer control and ownership of one settlement to a new faction.Ī fantastic way to secure settlements. If used in numbers, it can take out enemy artillery units without getting damaged. Their big advantage is that they can cover almost the entire battle map with their attack and are able to selectively attack almost every unit. They are very slow, very weak defense, and mediocre attack. The artillery units are lost in close-range combat.However, they cannot defend themselves and are easy prey for all units which manage to attack them in close combat. Ranged units are fast and can attack from a distance, and their attack causes significant damage.They are formidable opponents when they make it into close combat there they outmatch any other unit. ![]() The heavy units are moderately slow and heavily armored.They are best at intercepting enemy fast units. The light units are genuine all-rounders: they are fast, inflict good damage and can withstand a lot. ![]() They are a great way to take out ranged classes. Fast units have a good range of movement, but they cannot take much damage. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |