![]() Upon reading them, I was even less impressed. I was very underwhelmed by the size and content of the books. You get one small 12 page Rules Manual, 1 equally small 16 page Survivors' Guide, 2 Player Reference Sheets, a sheet of thick card counters, 10 special six-sided dice (they use symbols not numbers), 3 decks of cards (8 Character cards, 36 Combat cards and 10 Survival cards), and plastic sprues to make 23 Zombies, 10 Male Survivors and 6 Bikers (including 2 on bikes). Upon opening the box, my first impressions were not favourable. This review is going to concentrate on the game itself, but I will also be mentioning the figures that were specifically designed for this game. You could, of course, use any other appropriate figures from your own collections. Project Z is the brand new table-top skirmish war-game by Warlord Games, which was designed specifically to use with their range of 28mm scale plastic, multi-part zombie apocalypse miniatures. There are so many variables and styles of play available.The contents of the Project Z skirmish game by Warlord Games. Especially when your Martyrs become Exalted and gain resurgence. I think full HP + martyrs that give extra defense are great synergies for Draconians. My Warlord units are for marching.Ī Theocrat's Draconian units are basically fully healed at the start of every turn. 30 mana for a 50 gold or 60 gold unit is a very good exchange rate. You can also cast Hatchlings into existence, even 2 or 3 of them in 1 turn, so you are exchanging mana for gold. I treat them more like a glass cannon with a debuff, only 1 per team. 3 strength from scorch, too, because Warlord units have HP. Turning a whole group, or even only 2 enemy units, around so your Hero can gain some distance is also very useful. I don't remember having played them with a Necromancer.įlamers are the only 6-pace archers and Warlords benefit from their magical damage. Theocrat lacks good synergies (one of the best at leading a stack though), and Dreadnought much like Warlord relies too much on class units. Draconian apprentices are also crazy with AoE stunning all around. Sorcerer and Druid can also get good mileage from draconian racial units as they can make Flamers (AoE bleeding for Druid) and Elders (Stuns for Sorcerer) into actual threats while most of the class units are summoned rather than built. ![]() That Tireless crushers get mean they can use guard stance at strategic points in the battle, take a couple of hits, survive and still have all their movement points to punish the unit that tried to kill them with more backstabs, flanking and attacks of opportunity. For this, Rogue is perfect - You get a global spell that gives them +1 Blight damage, Backstab which is a phenomenal skill which works on both Crushers, Chargers and Flyers, a lot of spells that promote keeping those units alive while Regrowth does its thing. You need to pick a class that actually wants to build low tier racial units. Plus Warlord also pays less upkeep for high tier units. Warlords shouldn't spend much time building racial units anyway as you get far more mileage from Phalanxes, Monster Hunters and Manticore riders. Low tier units are already easy to gold medal due to needing way less XP and also getting silver/gold medals themselves just with city structures. Draconian Crushers and Chargers are awesome but Flamers are mediocre and the raptor riders are trash tier cavalry - Archers and Cavalry are important to Warlord. However, you should be able to "pulse" Global Assault to produce a bunch of Hatchlings that evolve into units, then deactivate and re-cast Global Assault to instantly rank everything up. It only makes produced units and units which exist at the time of casting gold, which evolves them but leaves them at Recruit rank, which means that Baby Reed Serpents would be turned into Mature Reed Serpents. I wonder if this works for making Baby Reed Serpents into King Reed Serpents instantly at a Naga Dwelling.Įdit, Hatchlings can Evolve into Fliers, saving you 105 gold and 20 mana. At the very least you don't need to build structures for them. You don't save much if they evolve into a Crusher, but you save more than 20 gold if they evolve into Flamers or Chargers. I think I'm going to have some fun with this!īy the way, Hatchlings evolve when they get to Gold rank, and The Great War gives automatic Gold Rank. In my new game, I just found a city near a Dungeon and a Lich Castle, so mine are going to have Fear Strike and Killing Momentum. Finally, the Warlord can research Martial Arts training for them so they end up with 16 armor against Retaliation. Adept of Shadowborn can give them Lifesteal. They get Regrowth and +4 Fire damage from Race Governance. They get to start at Gold rank, giving them Tireless. The Draconian Crusher benefits from The Great War more than any unit I've ever seen.
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