My golden rule for choosing a party of 4 (I never play with any other number, as I find the extra activations wonky and damaging to game balance) is to have one hard support, one semi-support and two primary damage dealers, ideally specialised in two different aspects of dealing damage, for example one AoE damage dealer and one single target damage dealer.īy hard support, I mean characters who are there to support the party 100%. While it is cool to pick 4 good damage dealers and just try and blast the Empire to smithereens, this will more often than not result in utter and complete failure to perform your mission objectives. ![]() This can be daunting for new players as some of the synergies between heroes and what you actually need the party to do can be hard to get a good understanding of. Taking these Region Bonuses into account when planning the direction of your overworld expansion will greatly increase your success on the battlefield.Although I have pointed out which heroes I think are the best in part 1 of this piece, the key element in having a strong rebel party will always be a good party composition. Overworld Farm: +20% resource production speed in RTSīeing mindful of Battle Bonuses during play will allow you to outmanoeuvre your enemy by improving claimed regions, giving you advantages in realtime that can make up for an otherwise unfavourable autoresolve.Īdditionally, there are Region and Subregion Bonuses that are applied in all realtime matches when a region or subregion is under the player's control bonuses include: ![]() Overworld Elite Barracks: +20% unit production speed in realtime Overworld Basic Barracks: +200 command points in realtime Overworld Fortress: +100% armour to realtime citadels Battle Bonuses are buffs that are granted by structure tokens placed on overworld regions to structures built in realtime matches. In order to further emphasize the importance of the overworld and link it up with realtime matches, we've added so-called Battle Bonuses. Overall, realtime skirmishes now move much faster than they did before, taking up much less time and being much less impactful on the overworld: rather, it is now the player's overworld strategy that often determines a realtime battle outcome - as it should be. In addition, we have placed auxiliary camps (formerly known as inns) on every map, allowing players to recruit special units (sometimes several!) that, while they won't transfer to the overworld after a battle, add an additional objective to fight over in order to achieve a realtime victory. This means that most of the player's power during a realtime battle will come from units that are brought in from the overworld, placing far greater emphasis on smart overworld positioning, recruitment, and economy management. We've separated WotR factions from their skirmish counterparts, and greatly limited the amount of things they can do during realtime battles by only allowing the construction of basic barracks, stables, and siege structures, which in turn can only recruit basic units that will not transfer onto the overworld after a battle. In order to address this, we set out to place much more focus on the overworld. ![]() Various board pieces - army indicators, structure pieces, and the Erebor landmark pieceĪ major issue we identified in the vanilla WotR mode was the excessive focus on realtime battles, and how easy it was to cheese the game by stacking units recruited in realtime matches that would then transfer to the overworld, where in turn the player was able to recruit an infinite number of heroic units and basically sweep the map with little effort, removing any importance of strategic overworld play. ![]() A unique landmark piece representing the ruins of Abrakhân, as well as a marking of the Aicanaroc
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