Whereas other classes can be raided easily as their forts are seperate from their multitude of resource nodes and their forces are more spread out, yours is all rolled into 1 location, raiding dwarfs is far less fruitful relatively. They are your main resource node, troop generator and fortification all rolled in one, thus making your defensive logistic far superior to other class. *- You are less spread out then other classes due to your focus on mines. You are one of those rare class that can team up well with class that need population centers (which is most classes: gold/hands/sacrifice). The only major expenditure is dvala at 250 gold per. You have little gold expenditure and gold shortage is rarely a problem. I'd rate dwarfs as having the best value for gems spent. Your gem summons are cheap and spectacular. Their heavy infantry (guards) in particular is monstrously tough. Dwarven troops have mountain walk, and are some of the best basic melee troopset among all the classes. All your mines and fort can perform this upgrade. Your colonies generate decent troops that can easily be upgraded to something excellent using mostly iron, which you get 2x bonus income on. You get double income (gold and iron) from mines (including gold stream). Protip: Stay off acid, shrooms and other psychedelic substances when playing dwarfs. When you have a decent sized army, trying to see what you actually have and assigning them will make your eyes water when all the dwarfs melt into one wriggling blob. All the dwarven sprites are small, similar looking and arranged in a random order. And if you are impulsive about keeping up good logistics this is even more hellish. God the micro, with a few colonies under your belt upgrading dwarfs routinely becomes a real chore. Or when fighting battles that last 1-2 rounds. An example where they perform better then crossbowman: When attacking locations with fortification class 2-3 with armored defenders, where even crossbowman have a tough time dealing good damage. In most case though it's overkill, however, arbalest is what you got and it's opening barrage damage potential is a bonus in its favor. They fire once every 3 turns, but capable of doing double digit damage. Your archers (arbalest) are in general weaker then average (crossbowman) barring rare circumstances. You are predictable and one-dimensional: tough dwarven muscle! Mines! You get -1 gold income from all population centers. You first 4 years or so will be your most vulnerable period. You often will need to wait til late 2nd - 3rd year before you can set up a 2nd colony. Your start can be slow, as you first need 50 diamonds to summon a rune smith (Dvala ability), then 250 gold to create a dvala with a rune smith at a new mine. Your unit generator, Dvala, is limited to 1 per mine (coal mine doesn't count, gold stream counts as a mine). Your troop generation is less flexible then other classes. Rather then a full guide, I'll just do an introductory summary split into 3 sections: The bad, The good, Tips.
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