by LPhillips » Sun Apr 29, 2012 9:57 pm
Sandworm: 14 move, city killer.
Paladin/DK: rides the sandworm with 14 moves as well, gains tons of xp.
It's a great fast expansion unit on any map, and a hero booster.
I have played and lost from the northwest position, KGB. The travel times are all wrong. It takes too long to reach anything. Nothing is at quite the right distance (taking terrain into account) to conquer efficiently. And this is from a player whose cornerstone of play is fast expansion. Granted, the opponent who beat me is quite good, and the reason he won was catching my border campaign off guard. But expansion for the northwest player is highly retarded (in the literal meaning of the word, not "stupid"). Take an elf (who gets a bonus part of the way), and try to walk him from the bottom right black castle to the main interior road. It'll take you 3-4 turns. By the time you can do anything from there, other players are way ahead. At least a specialty unit like a wolf rider can cross from red's territory to the main area in a turn. It's basically the same for everyone except the northwest player, who has to wrestle forest, mountains, and swamp. Next consider the travel distance from his cities by the road to others; then compare it to his opponents'. It may be as small as 20% on average, but at 4-5+ turns to travel with hefty guardians along the way, along with slow initial expansion, he won't be getting above 6-7 cities for 20 turns. I only outlived 2 players because I searched every imaginable ruin way out ahead of my territory/army with paly+wizards.