Culture explanations and Tier List - Age of Wonders 4

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0:00 Intro
Feudal: 1:22
High: 10:07
Oathsworn: 19:43
Barbarian: 43:12
Primal: 52:03
Reaver: 1:01:42
Industrious: 1:15:09
Dark: 1:24:43
Mystic: 1:33:14

Final Rank: 1:48:00
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Okay sorry I skipped primal units. I'd re-upload with an edit if I could, but it's doing pretty well right now. I had just played 12 hours of MP games, and then made this video and i was actually tired as hell. You can see that with the oops on Oathsworn, and on Primal units.

Second update: Yeah Oathsworn strife is really good, Harmony has really good archers, and Righteousness ironically ends up being the weakest. As I suspected, the culture is pretty dang OP actually and up there with the best.

GuthukGaming
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"Don't pick feudal"

Me, and my 23 vassals basically playing crusader kings:

demon
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Everyone who has fought High Elves in tabletop Warhammer knows exactly how it feels running into those awakened Daylight Spears or Halberdiers.

Arbaaltheundefeated
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As someone that has played Reaver a lot cause I love big boom. One thing that I think should be stressed about the magelock cannon that makes it far easier to use is that if you hold down the alt key to allow you to free target it's attack, you can actually target the ground. This artificially extends it's range. As you can target the ground at the edge of your attack range and leverage the three hex line to hit something two hexes outside of the range. It is also of note that cannon auto hits, if you stand on the hexes in it's line, you are getting hit.

sylvi
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Feudal: 1:22
High: 10:07
Oathsworn: 19:43
Barbarian: 43:12
Primal: 52:03
Reaver: 1:01:42
Industrious: 1:15:09
Dark: 1:24:43
Mystic: 1:33:14

Final Rank: 1:48:00

elPacho_
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The thing about Reavers is that they're straight up the best faction in the game with no competition IF and only if you give them the Sneaky Trait(+25% Flanking Attack Damage) and Take the two Society traits: Fabled Hunters for an Extra Ranged unit which is a Magelock and Perfectionist Artisans for an Extra Tier 3 unit which is a Dragoon (and also it's just an OP trait). Start with the Tome of Zeal - everything on that tome is just good, or you can start with the Tome of Discipline for Focus Aim, or you can also start with the Tome of Beasts since it gives you access to Mark as Prey(Causes a target to be distracted) thus allowing every attack on a target to be a Flank, elevating your Sneaky trait although you're not going to use this spell for long since you have an inherent reaver spell that does the same but better later on.
With this build you can steamroll any early fight and even do Gold wonders WAY earlier than you're supposed to.
Highly recommend trying out this build at least once.

Read_What
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AoW4 is such a good game. I am so happy the 4X genre is having quite the resurgence in recent years. Lots of great titles, that all put their own spin on the 4X formula.

noneofyourbusiness
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The thing that really makes Ashsabertooth so miserable for Primal is that you dont get resistance to the vulcanism debuff (forgot the actual name, but it prevents regen). That means you start in terrain that prevents you from regening your troops. That is absolutely terrible and honestly feels like an oversight.

ps: forgot to rate the primal roster. ;)

noneofyourbusiness
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One thing to point out, the armor stat for shield units takes into account the shield defense trait and any other bonuses so with the dawn defender it's 5 armor on non-flanks, 2 armor on flanks, feudal defenders have 7 armor on non-flanks, 3 on flanks, I'm pretty sure it's because the shield isn't an item but a trait and so it automatically gets thrown into the calculation for base stats, unlike shields on a hero. Tbh even if the feudal defender had 11 armor on non-flanks it'd still be meh.

NightWhisper
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"Magelock is a unit with a weirdly nice ass..."

blackleon
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The warriors soul trait for oath of strife was originally stated to gain the bonus *when outnumbered* and still apears to function as such from what i can tell. It apears the dlc shipped with a typo

rakatosthemad
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The dark knight IS good. For Heath Ledger's performance alone.

lancegambit
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As an AoW 4 beginner this video was an epic starter guide to units & cultures. Thanks very much for taking the time to record this for us all!

DarkFire
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Since Primal units got got skipped, here is the list (Though I can't really judge how good these are, outside of that they are a better pick than Feudal):


For starters, all units get their Spirit's boon, all attacks and most abilites generate Rising Fury (1 per attack for mulit attacks and 2 per single attack), Magic Damage of units depends on the Spirit (Dune Serpent deals physical in all cases).


Tier 1:
Spirit Tracker: Scout Unit, identical to Feudal Scout stat wise. Abilities: "Primal Concealment: Can't be detected on Favored Terrain", "Spirit Sense: +6 Sensing Range".


Protector: Shield Unit, 70 Health, 5 Def, 0 Res, optional Cavalary. Abilities: "Strike, 10 physical damage, uses all Action points", "Primal Renewal: Removes all stacks of Fury from this unit and heals it for 5 temp. health per stack removed."


Primal Darter: Ranger Unit, 55 Health, 1 Def, 1 Res. Abilities: "Shoot Blowgun: 10 Physical Damage, 90 Accuracy, 3 Range, Uses all action points", "Disengaging Shot: Single Attack, 10 Physical Damage + 10 Magic Damage, Always Hits, 1 Range, Unit Jumps Back 3 Hexes."

Tier 2:
Primal Charger: Shock Unit, 70 Health, 2 Def, 2 Res, Abilities "Charge Strike: 21 Damage, +20% Damage per hex travelled, Cancles defense mode, Removes retaliation attack.", "Cleaving Charge, 17 Physical Damage, +20% Damage per Hex travelled, Attacks Units In A 1 Hex Cone."

Animist: Support Unit, 60 Health, 1 Def, 3 Res, Status Resistance 2 Optional Cavalry. Abilities "(...) Blast: 16 Magic Damage, 4 Range, 90 Accuracy.", "Spiritual Healing: Heals Target for 20 Temp. Health, Target gains 3 Stacks of Rising Fury if it has a Primal Animal Boon.", "Summon Primal (...): Summons a unit based on the Spirit you chose, Requires Fury and consumes all stacks on use, Summon starts with Frenzy when summoned on favored terrain."

Tier 3:
Ancestral Warden: Polearm Unit, 95 Health, 4 Def, 3 Res, Status Resistance 3. Abilities "Strike: 16 Physical Damage, uses all Action Points, +40% damage to Cavalry and Large Units.", "Primal Lunge: 10 Physical Damage + 10 Magical Damage, 3 Range, Jumps to target Hex and then deal damage to all adjacent units, Enter Defensive mode after use.

janneswilmink
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19:00 As for High culture, it's funny how daylight spear used to be considered a worse copy of industrial halberdier, because he did the same as halberdier, but only under awakening, and awakener was almost the best nuker in the game. Apparently the rebalance and the simplicity of receiving awakening are making themselves felt.

HobGobMob
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You did a real brain fart there on strife, it turns off when the enemy has more troops than you.

Ragatokk
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Also being underground on a massive underground map seems good.

Ragatokk
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Feudal being weak is realistic.
Imagine being a peasant with a spear fighting a giant tank or an angel

Tsintch
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Reavers - The tier 1 pikeman, is the most powerful tier 1 unit bar none. Tier 2 stats, in a tier 1 slot, and can be regularly summoned and enforced at no time and barely any cost. Picking techs that empower tier 1 units EXCLUSIVELY now are buffing a unit in a tier 2 slot, with a POLEARM, and most high end enemies are GIANT or MOUNTED which it gets a massive bonus against.

Built right, they are a nightmare that can have massive radiant damage, have huge defenses and health pools. Yes, there are stronger units in higher tiers. But the mercenary is more than half their cost and WILL kill them because the chances are, that unit is a giant/mounted. The insanity of anyone saying Mercenaries are mid or low tier is a bit silly.

blessedheretic
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I really like tunneling spider. I’ve found that the boon is fantastic and your main city is nicely hidden away and naturally protected. I’m curious about the downsides of starting underground, especially when you’re getting that extra knowledge.

johnphillips
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