Warlords Battlecry 3

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Pseudo : Kenshi777
Pays : United States United States
Race préférée : Minotaure
Statut sur le forum : Squire

They flee before me!

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Overall: The Swarm are a mid-tier race in Warlords Battlecry 3, designed to overwhelm their opponents with a horde of low-level units. They are not as effective at this strategy as the Fey due to the limitations of their buildings, although they do have some other features that make them the most balanced horde race.

Units: The Swarm have a good mix of low level units, allowing them to rapidly spawn a fast moving attack force. (or bodyguard for the hero). The battle begins well enough with a mix of Husks and Scarabs causing real headaches for any opponent that doesn't boast a high fire resistance. From there however, production becomes a problem. (see Buildings) The high end Swarm units - Scorpionmen and Scorpionpriests - are extremely powerful and relatively cheap and fast to build. The Scorpionpriest ability to summon a fire elemental takes time to build mana, but often proves well worth the wait. Alternatively, a group of Scorpionpriests all casting Ring of Fire at once can devastate a horde in short order. (Send them into a horde, then change them to "Magic Attacker" and enjoy the show) Swarm fliers leave something to be desired - namely air-to-air capability. Aerial units with fire resistance can wreak havoc in the Swarm ranks.

Buildings: Enter the real drawback for the Swarm. In addition to the time and expense of leveling your keep, your primary unit producing building also requires leveling. While the cost involved is reasonable, the time lost to this process is not. To mitigate this, the Swarm player really needs to build two or three of its unit producing buildings, one or two at level 2 or 3 to keep a steady stream of units pouring out, and a third to level up and yield the critical Scorpionmen and Scorpionpriests. Aside from this nightmare, the Swarm buildings serve their purpose well enough - the ability to drain resources from your opponent's mines is useful.

Heroes: The Swarm enjoy a two skill synergy with the Warrior class, creating one of the most effective tank heroes in the game. This complements their unit set perfectly. For those that prefer a magic user, Lichelord is the best option, though it pales in comparison to the Warrior benefits.


Overall: Like all of the Elven races in WBC3, the High Elves are powerful, but handicapped by the inability to add workers to mines. Of the three Elven races, the High Elves have the best remedies for this weakness. Careful planning of your build sequence is essential, but if done properly, the High Elves can be a contender in any battle. Also, High Elven units have very few hit points. This should be accounted for when planning your build strategy. For all the focus on healing in the Elven buildings and heroes, one will often find they do not have a chance to use any of it - by the time Elven units need healing, they're already dead.

Units: Build your keep and unit producing buildings (1 or 2) as soon as possible and begin turning out Iceguards and later, Longbows. These require gold and metal, so they won't interrupt your keep development (gold and crystal). If you don't have any Ancient Wisps in your retinue, try to build 2 or 3 for their crystal generating ability, and get 10 XP for each so you can keep them. Dragon Knights arrive once you build the appropriate rune in your keep, and they should form the backbone of your forces. They're fast, powerful, cheap, and best of all - can attack both air and ground enemies. Later buildings will also allow you to improve their combat scores, making them even more effective. The High Elven siege unit (the Manticore) is ineffective against buildings, though a few of them can decimate an enemy horde quickly. A line of Longbows does this just as effectively however. The two High Elven mages, Mystics and Ice Maidens are best mixed in to a line of Longbows and set to the Magic Defender attribute. Their Ring of Ice, Hand of Ice, and Freeze spells can save your ranged units from melee attackers that closed the gap. The High Elven general (Moonguard) is not very useful in my opinion, as ranged units require strength in numbers to be effective and are vulnerable to melee attack. The Moonguard then is best used like the mages - mixed in with a company of Longbows, and set to Magic Defender. Finally - the High Elves benefit from the best mix of fliers and dragons of any race - Pegasi are fast and powerful, Frost Dragons can slow their opponents, and Celestial Dragons boost your crystal with every kill (although this is likely unimportant by the time you have a Celestial Dragon)

Buildings: Your primary focus in building should be to obtain your income skills, and purchase them as soon as possible. Although there are some other methods of gaining resources (e.g. keeping Ancient Wisps in your retinue for their crystal income) nothing is as effective as the three income boosts and trade skill. After that, building your Dragon Knights and Pegasi take precedence - so pursue the rune and flier unit building required to generate those. Ensure that your pegasi production doesn't overly slow the growth of your primary keep, as both require stone and crystal.

The High Elven hero skills of Life Rune and Arcane Rune (replaces Energy in unofficial patch 1.0324) are invaluable to this race. Nothing helps offset the low hit points problem better than an XP bonus. As these skills are inherent to the High Elven race, the player has a variety of good class options to choose from. My favorite is the Priest, which allows Healing and Lore synergies, plus adds the extremely valuable Divination sphere of magic (Mind Leech and Telepathy are tailor-made for the High Elves) Other good choices are the Healer and Paladin (someone will have to let me know if the Paladin skill of "Knight Protector" works on High Elven Dragon Knights, or only the Knight race...I always wondered) If so, Paladin would be an extremely powerful choice.


Overall: The Minotaurs are one of the best races available in WBC3. With natural access to the best magic sphere (Pyromancy), a balanced mix of units, and the extremely peculiar benefit of building and eating sheep, opponents will be hard-pressed to find a hole in Minotaur defenses.

Units: Minotaurs have a small but adequate selection of units. The upgrades available to these units make the race shine. Unlike most other races, the first combat unit available (the Minotaur) will remain a critical component of your force all the way until you launch your final assault on your opponent's base. Minotaur ranged units, mages and siege engines leave something to be desired in terms of range and power, but they are only tasked to fill a support role in the Minotaur army regardless. Gnolls are something of a novelty, useful particularly for engaging enemy heroes, who will not want to risk the chance of being assassinated. Same for the Basilisks - useful for collecting some extra stone, but not necessary. Minotaur Kings are the best tank unit among the generals available in the game, but like the support units, ultimately they are not necessary for the final assault either. With improved morale, combat, and dwarven ale/berserker skills, the simple minotaur infantry unit becomes a rampaging force of destruction. Gather a small bundle of these, pass them a beer and light them on fire - then try your best to steer them towards the enemy base, where they will demolish every tower, enemy unit, and building in sight. A few support units (Axe Throwers, Basilisks or Shamans) are adviseable to engage enemy fliers, but the siege units are hardly needed. Keep a pile of sheep available to patch up any of your forces that survive.

As if the drunken burning minotaurs weren't fun enough, your Minotaur hero has access to the best magic sphere in the game, Pyromancy. (Soul Flame is great for buffing your units prior to an assault). Accordingly, Pyromancer is a good option, but since the 1.0324 unofficial patch, the new Monk class is the best fit. The Minotaur Monk is the best melee combat hero in the game, benefitting from a heavy hit and ever increasing attack speed to land more and more of them.

Nain ténébreux

Overview: The Dark Dwarves are one of the elite races in the game that really don't have any glaring weaknesses. Their Engineers reap double rewards from placement in mines, allowing for rapid early production. They have a great mix of melee and ranged attacks, plus a few specialty units that create a truly lethal force for both offense and defense. Their hero race/class combinations and buildings have a few drawbacks (addressed below) but hardly anything significant enough to prevent the Dark Dwarves from being one of the most effective race selections in the game.

Units: Slow is the word of the day for the Dark Dwarves. Dark Dwarven units are slow to build, slow to move, and slow to attack. To make matters worse, most of their units draw heavily on stone and metal, limiting their (already slow) production rate. That said - these same units are extraordinarily strong, full of hit points, and carry plenty of armor and resistance. So do your best to stagger your golem production (among various types requiring different resources) while focusing on building the structures needed to produce your wyverns, wraiths/shadows, and siege engines (particularly the hellbore). As always, try to avoid letting your choice of unit production slow your keep improvements.

Build an army of firebombs (either directly, or through iron golem production) and task them with base defense until you amass the forces needed to assault your opponent's base. Shadows are priceless - build a handful and send them all after a high-level enemy hero. The result will be a supershadow of level 20+, worthy of retaining in your retinue. Bronze Golems are relatively poor generals for production during a battle, although they are excellent choices for your retinue. In the endgame phase when they are available for production, their ability to scavenge resources is of negligible value, but early in the game, it can be priceless. Don't forget to set their attribute to Magic Defender so they automatically take advantage of this benefit.

A Dark Dwarven assault force should consist of (at a minimum) a mixed core of golems on the front line, a line of 3 or 4 hellbores, and perhaps some shadows, firebombs, or wyverns in support (optional). The golems and hellbores alone are usually sufficient to take down a base, although a small group of wyverns or shadows tasked to guard the siege engines from attack is always a good idea.

The Dark Dwarven magic specialty is in the Chaos Magic sphere. Chaos Magic is easily one of the weakest spheres of magic in the game, although a few selections are useful. (namely Wildfire/Chaos Bolt and Chaos Plague, but also Morph Resources) Given my preference to neglect magic as a Dark Dwarven hero, I typically select the Warrior class and enjoy the Constitution synergy. For magic users, Shaman or Deathknight are the best choices, as both allow a synergy in Chaos Magic.


Overall: The Ssrathi are one of the most effective races in Warlords Battlecry 3, particularly so given the changes in the unofficial patch 1.0324, which improved their previously undesirable hero class combinations.

Units: Chameleons are both decent scouts (as improved with building skills) and minefillers. Snakemen do an acceptable job of providing early defense and exploration, though they suffer against units not susceptible to poison such as machines and undead.

The real strength of the Ssrathi lies in their Snakepriests and Lizard Riders. The importance of combining these two units cannot be overstated. Both are available relatively early in the battle (keep level 2 and 3, respectively), and benefit from offset resource requirements. (Snakepriests require Gold and Crystal, Lizard Riders require Metal and Stone) This allows a flood of both to be produced simultaneously. Once the Snakepriests have their range improved by building skills, they essentially become a writhing mass of self-healing siege engines capable of engaging enemy towers from a safe distance. This is important as the Ssrathi have no siege engine unit such as catapults or battering rams. They would still be vulnerable to horde attacks, however, if not supported by Lizard Riders. Lizard Riders (the fastest unit in the game) are excellent for chasing down fleeing enemy heroes, protecting a line of Snakepriests, and dismantling a base stripped of its tower defenses. There are few obstacles in the game that effectively counter a mass of Snakepriests and Lizard Riders.

This is fortunate for the Ssrathi, because beyond Snakepriests and Lizard Riders, their units are somewhat disappointing. Triceratops and Tyrannosaurus Rex are both powerful, but their low speed and long build times limit their usefulness. Ssrathi flying units are equally weak, as Pterodactyls cannot engage ground targets. (though they can deal with undefended buildings efficiently) Nagas are among the worst generals in the game, though their Shield spell redeems them somewhat by improving the survivability of a group of Snakepriests and Lizard Riders.

Buildings: Ssrathi buildings are some of the best in the game. By having dedicated buildings for support, melee, and ranged units, players can sustain a continuous flow of all three (Chameleons, Lizard Riders, and Snakepriests). The Couatl's Wrath spell is an effective panic button for defending your keep, should your base be overrun by an opponent. The ability of towers to poison enemy heroes that wander too close is a nice perk as well.

The recommended hero/class combination for the Ssrathi is Dragonslayer (for unofficial patch 1.0324). The ability to raise the starting XP of your dinosaur units has a dramatic effect, particularly at 10XP or higher.

For those playing the last official patch (1.03) consider a Lichelord or Thief to take advantage of synergies in Poison Magic and Running. Neither is particularly great, as the Poison Sphere is one of the less effective schools of magic, but a high Running score is very effective for both chasing down enemy heroes and escaping unexpected attacks.

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