About the game
News
Sign in
Register
Top Players
Forum
9:41
3886
 online
Authorization required
You are not logged in
   Forums-->General game forum-->

Leaders Guild


<<|<|42|43|44|45|46|47|48|49|50|51|52

AuthorLeaders Guild
for Lord MilesTeg:
First of all, I don't talk to people that have Leprechauns :P :)))
Second, it was an easy win but you still lost money on it, right?
Lepros arent that good ever since the nerf. Back when they gave 5 luck, ohohoho, those were the good days...
Oh, losing money is 90-95% of games at 1.5. However, they enable more profit in the relevant events, so there is some balance there.

Leprachauns are still the best support unit available IMO. Higher ini than any shooters you come across means they always give something luck, and usually my stack of 4 gets my 2 big stacks, and usually a 3rd shot as well, this effectively gives double damage at least once per game for each of these big stacks, easily worth the investment of 800 points, less than just a single caster of something like rapid or bless. I cannot understate how much they help in battles.

Goblin trappers similarly can prevent a full hit, again a huge benefit of 40 points.

For me they are guaranteed includes (unless loads of flyers for trappers) over any other unit that I have.

I will keep up with the 1.5's till I hit LeG9 then try and see if I can farm for gold.

I think in the long long run, those that get tribal cyclops/paladins may be in a strong position to have some very cost effective battles until their prices rise dramatically due to healing powers. As yet however very few people will have these, if any.
The biggest problem of this guild is how absurd the leadercost of units are. When not many people have a certain unit, the cost is very low, after more people have them the leadercost of it suddenly becomes very expensive. Like in the first leaderguild event while one was bringing 36 ogre shamans the other could only bring 18 regular ogres max. During the second event of it the cost of guardians was lower than swordsmen. And more examples like these. So those that get the units first have the biggest advantage, those that get them later get stiffed with the bill rendering them useless.
Like with the harpooners, I had them a long time ago when the cost of 1 was around 130 and I would bring 4 of them and their ressurection cost was a bit above 50 gold. Then their cost started rising daily to around 250 and I stopped using them since the obstacles on map were always in AI's advantage making the harpooners useless anyway. Now 1 costs 1032 so the ressurection of 4 of them will cost you over 400 gold now.
Was just about to mention cost of harpooners, how can they be judged so powerful that you can recruit only 4 or 5 max..
So those that get the units first have the biggest advantage, those that get them later get stiffed with the bill rendering them useless.
So what's the issue there. First comers have a temporary advantage, exactly how it should be.
And the common ones never become "useless". Think of widely used veterans.

I think the system they follow for leadership is a near-perfect system that auto-balances. What's widely used gets expensive, what's not gets cheaper. This basically means that sooner or later, most troops will reach equilibrium costs.

What you need to do, as a player, is find those troops that give a value greater than the leadership cost, for that particular battle. If you see enemy shooters with 10 ini, use ones with 11 ini. If you see enemy shooters with 11 ini, either go for might build, or use 11 ini shooters + rapid, or 12 ini shooters. Adapt, that's the whole point.

You need to understand that the costs of creatures are derived from "average" use, and you can derive much greater/lesser utility from them based on your particular usage. Certain combinations of troops make entire setup much more effective than the troops alone, like say bless+berserkers or wreckers + mages etc.
If you can find these combinations, and find among them the best one for the particular enemy you intend to fight, this becomes a very mentally stimulating/rewarding guild, which is why I play in the first place.

I try to experiment widely, and have as many 1000 gold losses as 0 gold losses, but I'm fine with it. It's fun, and one of very few fun things to do during non-event times for me.
What this guild does do is place a very sharp cost on abilities, and if you don't use those abilities, you are probably overpaying by using the creatures. Don't use wreckers or hapooners if you won't undermine/pull. Even know that no melee penalty has a cost to it, so it's better to find an alternative to centaur outriders if you have no plans to do melee damage. Yes it can be upsetting if you have very shooters to begin with, but eventually you'll have more.

I know that prices will eventually stabilise to sensible values for most uncommons/rares. That's because this game has an aging population, and in time, even the least found rares will be in the hands of sufficient individuals, and their usage will force upon it a fair evaluation by the system. I'm sure that someone with data can back me up if I say that the average LeG level must have been steadily going up, and so the access to rarer troops.
for The One Ring: I completely agree.

If you stick to the same army and click auto it is an annoying dull guild.

If you adapt your army each fight, then it is interesting.

I was struggling with some DE armies with lots of hydras. Switched army to include vamps and and mistresses to counter and it was easy (last two fights as of posting this if you are interested).
Nice choice there of vamps and infected zombies.
While it may not apply to your case, but I've found that orcs too become very useful if there are small enemy stacks of high-tier enemies like hydras (not 10 lol), and bloodlust starts kicking in.
^ How exacly does bloodlust work? Can someone explain?
Attack parameter of this creature increases every time any enemy stack perishes completely. The effect is calculated as 1.3*[basic attack of the perished stack without character bonuses]*[strength of the perished stack]/[strength of all army of that character]. The effect cannot be lower than 1. Strength is an unrevealed parameter. Creatures acquire bloodlust for the rest of the combat, bloodlust effects stack up.


Basically, with every kill, you increase all subsequent damage of your orcs.
My experience tells me that the size of the killed stack doesn't matter. only which creature was killed. So if you kill the small enemy stacks first, you can build up damage that's useful for killing the larger stacks.
I do not know how "strength" of creatures is calculated, but only that it scales with stack tier.

Does anyone know which creature gives the largest bloodlust bonus on death? Maybe one of the dragons/golems/pheonix.
A fair rule of thumb is that since it rounds up decimal values to 1 most stacks give just +1 attack.

I think your question is impossible to answer since with the formula the total strength of the army is factored in. Eg 1 devil amongst a large army of other creatures will likely only give +1 attack. However, a stack of 10 devils with just one other stack of 1 farmer, will likely give a much larger increase in attack (in the unlikely event you kill the devils before the 1 farmer)
Orc are useless die on first turn
Anyone have a good build for against liche heavy undead? I consistently have expensive battles against them?

This was my last one, which while a relatively safe win in the end I woul dhave liked a better one. My concern is that a faster, or more shooty army is often to frail and risks the loss.

https://www.lordswm.com/war.php?warid=958224671
I'm sure that someone with data can back me up if I say that the average LeG level must have been steadily going up, and so the access to rarer troops.

Of course it is going up, it is impossible to get negative LeG points :D so the average LeG level has to go up.
Of course it is going up, it is impossible to get negative LeG points :D so the average LeG level has to go up.

New players join with LeG 0, average goes down.
But since there aren't many new players joining in the first place, this equilibrium will be rather high.
Ah yeah that's true. Not too many new players and they would probably play the guild too which raises the average
anyone used those troops with ?leadership ?
The ? leadership is revealed to the owners. It is revealed to all when 10 players obtain them or so I have heard
Topic moved from "General game forum" to "Off-game forum".
This topic is long since last update and considered obsolete for further discussions.
<<|<|42|43|44|45|46|47|48|49|50|51|52
Back to topics list
2008-2024, online games LordsWM