Eador: Masters of the Broken World: Difference between revisions

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"* " The strategic game rewards aggressiveness. As the time goes on, your opponents research and hire more and more bigger and stronger guard units, so the faster you can win a map the better. Treat an enemy capturing a nearby province not as "oh they took it, so I can't go there, that's where the border is" but as a chance to strike while they're still weak. At the very least, if you wish to enjoy exploring and stuff in peace, you can capture the provinces around the enemy capital and surround them with your best guard units.
* The strategic game rewards aggressiveness. As the time goes on, your opponents research and hire more and more bigger and stronger guard units, so the faster you can win a map the better. Treat an enemy capturing a nearby province not as "oh they took it, so I can't go there, that's where the border is" but as a chance to strike while they're still weak. At the very least, if you wish to enjoy exploring and stuff in peace, you can capture the provinces around the enemy capital and surround them with your best guard units.


- Enemy heroes will annoyingly run away when facing a superior force, but they can't run away when they're sieging. Set up Forts, with at least 1 cheap unit in the garrison, as "hero traps".
- Enemy heroes will annoyingly run away when facing a superior force, but they can't run away when they're sieging. Set up Forts, with at least 1 cheap unit in the garrison, as "hero traps".