What dwarf doesn't boost their luck?!
Soldier's luck is always there.
Posts from Upgrade or alternative upgrade?
1) The old upgrade is great. Shield Wall, no comment.
2) Also, the old Crippling Strike is better. And both archers are weak, as someone already mentioned, so the difference in damage doesn't really matter.
3) The old paw attack definitely works almost every time, and it's also good against archers. After the knockback, I often managed to position the bears in front of the archers.
4) I don't use them often, but if I do, I prefer the new one because it's tougher.
5) I choose the alternate upgrade because my games as dwarves don't usually last long.
6) I take Jarls. The initiative of 1 is a plus, and if it's against neutrals, the 2 damage of the Jarls is compensated for.
7) The old one has more health, and the fire wall isn't really needed. And they nerfed the fire breath, which was a shame. =(
When choosing an upgrade, you should always consider the following:
- stage of the game (early or late game);
- opponent's faction;
- your hero's development.
By combining these factors, you will get the upgrade that is actually needed at that moment in the game.
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P.S. Please provide arguments with your answers; it will be easier for me (a newbie) to understand.
People have actively dealt with the old situation, and now there's a question, slightly off-topic, but I don't want to create a new thread for just one question; I hope the moderator understands: I always play as Dwarves, but I can't figure out which ones are better: Erls or Yarls? And secondly, would you mind suggesting which units to train (for each warrior): Warriors, Harpooners, Berserkers, Bears, Priests, Dragons, Thanes? I'm having some problems, and I want to make sure I'm training them correctly. I'd like to hear your opinions on fighting against Forest Elves. And also, which hero should I choose? I usually take Sylvana (or is that her name?), and I'd like to hear your suggestions.
P.S. Please provide arguments with your answers; it will be easier for me (a newbie) to understand.
What's Sylvana?!! :confused: Maybe you meant Svey?!!
Regarding the units, the clear choice is Yarls and Fire Priests (they have higher initiative than Flame Priests - 10 versus 9) and Magma Dragons - the rest depends on the hero and development.
Level 1 - Shields, definitely red ones, they help both in breaking through defenses and in the final battle.
Level 2 - I prefer harpoons here because they have higher damage. Another upgrade needs a soldier, which doesn't always fit the dwarves, and the ability to pull back a defender or drag an enemy into a wall of fire is much more useful than the random chance of inflicting damage.
Level 3 - Bears, both types are good, but if you have a soldier, white bears are better because they often scare both the attacking stack and the adjacent ones.
Level 4 - Arkat warriors, their stunning aura and giant killer ability are much more useful in the final battle, and often this seemingly non-main stack decides the outcome of the battle.
Level 5 - Priests, I usually take those who shoot "crosses," even though the damage is less, they hit adjacent stacks, which is usually very painful. Plus, the wall of fire, into which harpoons can drag the target, inflicting additional damage.
Level 6 - Usually, I still take Jarls, the fire strike hits hard, plus it applies the fire mark, which then helps the priests, and the hero if he is in Chaos. Also, fire immunity allows the hero to play around with Armageddon, both when breaking through defenses and in the final battle.
Level 7 - It doesn't matter, but I usually take those who leave a trail of fire. When half the field is on fire in the final battle, it's impressive)), it's useful against orcs - it removes rage, and it also helps against phantoms.
This is just my personal opinion, which has developed over years of playing with this race; there are other options as well