Talking #2. Player's Army, Part II
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Hello everyone, and today we will continue to talk about the player's army.
Aside from siege weapons, you have seven types of warriors at your disposal. We introduced four of them last time (as well as the main combat mechanics), so it's time to reveal the last members of the "Magnificent Seven" according to "Diplomacy is Not an Option".
Hummerguys are your heavy infantry. Given their solid armor and health reserves, one might even say "VERY heavy" infantry. Just a few of these guys are quite capable of creating a decisive advantage on the battlefield. And with research, you may unlock an ability that temporarily transforms Hummerguy from a common killing machine into an enraged killing machine.
Healers are magical support units that remotely restore the health of warriors under your command. Can't stand up for themselves, don't wear armor, but they are indispensable when you want to keep losses to a minimum. The video demonstrates: if you surround Healers with a ring of Hummerguys, it will be quite difficult for the enemy to break through such a formation, especially after the research that enhances healing spells is completed.
Riders are light cavalry. This kind of troop is convenient for scouting and rapid intervention in military conflicts on the periphery. Yes, they are not protected by armor, and yes, they are available for recruitment in the late stages of the game, but thanks to their high speed and the research that reduces their training time, you may well have an impressive mobile reserve to quickly move to different parts of the frontline.
Thank you for your attention, and see you soon!
Hello everyone, and today we will continue to talk about the player's army.
Aside from siege weapons, you have seven types of warriors at your disposal. We introduced four of them last time (as well as the main combat mechanics), so it's time to reveal the last members of the "Magnificent Seven" according to "Diplomacy is Not an Option".
Hummerguys are your heavy infantry. Given their solid armor and health reserves, one might even say "VERY heavy" infantry. Just a few of these guys are quite capable of creating a decisive advantage on the battlefield. And with research, you may unlock an ability that temporarily transforms Hummerguy from a common killing machine into an enraged killing machine.
Healers are magical support units that remotely restore the health of warriors under your command. Can't stand up for themselves, don't wear armor, but they are indispensable when you want to keep losses to a minimum. The video demonstrates: if you surround Healers with a ring of Hummerguys, it will be quite difficult for the enemy to break through such a formation, especially after the research that enhances healing spells is completed.
Riders are light cavalry. This kind of troop is convenient for scouting and rapid intervention in military conflicts on the periphery. Yes, they are not protected by armor, and yes, they are available for recruitment in the late stages of the game, but thanks to their high speed and the research that reduces their training time, you may well have an impressive mobile reserve to quickly move to different parts of the frontline.Thank you for your attention, and see you soon!
Swordsmen are melee troops. They do not wear armor and are only armed with... a sword, which has a negative effect on their durability in combat. However, low recruitment cost compensates their lack of efficiency. You can judge them as "cannon fodder" for good old-fashioned “zerling rush”. And when defending the castle, they are the warriors who take numbers, selflessly holding back the enemies, while ranged units do their job standing on the fortifications behind the front line. There is also a research that enables the probability of Swordsmen completely evade enemy attack.
Archers are the first available range units. Like Swordsmen, they do not wear armor. It is recommended to place them on walls or towers for maximum effectiveness. In this way enemy melee warriors won't harm them until the fortifications are broken. A special ability of archers, unlocked by research, is to instantly deal double damage with a certain chance.
Spearmen are close combat military units armed with spears and wearing armor. Their range of attack is farther than that of Swordsmen, making them much more formidable while holding back enemy forces. Due to their heavy armor, the formation of Spearmen is literally a fortress wall, yet they not only cover ranged units, but are also able to move in combat, shifting the front line.
Crossbowmen are a ranged units armed with... crossbows. Compared to Archers, they have better range and damage rate. We have already mentioned that all the arrows in Diplomacy is Not an Option fly by an arc trajectory, which means that Archers and Crossbowmen can hit targets while staying behind fortress walls.