How to build an army in Warlords III: Darklords Rising
Ken I AM the Greatest Warlord Baumbach
Warlords III: Darklords Rising (Dark) has a lot of changes from Warlords III:
Reign of Heroes (Reign). Most, like Auto-Clean, Auto-Defend, Boat Penalties
and Timed Vectoring, are minor.
The biggest change to gameplay by far is the introduction of Personalities
(and the subsequent elimination of 'Enhanced' players. In the previous game,
you simply checked the Enhanced button on a given play and all of that
player's forces were +2 strength.
In Dark, you can enhance each player almost infinitely with Personalities. At
the beginning, players agree as to how personalities points they will use
(anywhere from 0 to infinite). Personality traits cost from 1 to 10 points
each and most effect every one of your units. In my army setup I recommend
picking the following traits:
Bless (+1 Strength and immunity to most things) 2
Production Time -1 4
+1 Hits 2
+2 Engineering 2
Now onto the army mix. Let's go over Heroes first:
1. Alchemist---This is now the best Hero type. Why? Because it has
Engineering +2 at a cost of 1 Ability point and the new Teleport spell.
Spend the first 3 level ups pumping your Engineering skill and you'll be
able to buy Dragons for 300 Gold instead of 1500! Then get the Teleport
spell and you can launch your Alchemist (and his 7 Dragons, etc.) to any
friendly city on the map.
2. General---As in Reign, this is still a solid Hero because of the
Engineering and fighting skills.
3. Summoner---I picked this one because it can summon nasty units to fight
for you. It also has the Teleport spell.
4. Thief---Show me the money! Use the thief to pump up the amount each
city pays you.
NOTE: Engineering skills do NOT add. The game only counts the hero with the
greatest amount in the skill, so pick 1 hero to focus on it and MAKE SURE that
the hero doesn't get killed. Have that hero run around with a flying unit
Now here is the unit mix I recommend (assuming you use the Personality points
1. Nightmare---this is the basic defense unit. It uses the new Banding
ability. That means for every unit of the same type, each unit gets +1
Strength (up to +# of the ability, which is 5 in this case). That's right,
you would have a stack of 5 12 Strength Nightmares (that build in 1 turn)
if they are in a citadel (that only cost you 160 Gold instead of the 800
everyone else is paying). Fun stuff, eh?
2. Eagle or Griffin---It's a toss up. Eagles are faster. Griffins are
stronger. Both build in 2 turns. These should be the main attacking unit.
3. Archon---9 Strength, fast, +3 Morale...need I say more?
4. Blue Dragon---A bonus unit. You don't need these and they don't benefit
much from the blessing, but the build 4 turns now and the +5 lightning is
Next, can the mercenaries. They are basically worthless. While you're at it
pick Barge for your ship. Sea combat is rare, especially if you use the troop
mix above. For allies, pick all flyers like:
1. Pegasus/Dark Pegasus
2. Air Elemental
3. Fire Elemental
4. Undead Dragon
The reason for this is two-fold. First, you want your heroes to fly. If the
hero isn't and finds an ally at a ruins, you're set. Second, a lot of the
ruins are out in the middle of nowhere. You don't want to spend 5 turns
stomping over hills and through marsh to get your cool new allies to someplace
where they can do you good.
Finally, use what points you have left to give you mana, money, etc. Make sure
that you leave the stack limit at 8, though.
Now you're ready to make some Darklords fall!