![]() I like the Keeper of the Peace Master on my Draconian Rogue, especially end game. Not to mention Grey Guard has a lot of goodies to deal with classes that use a lot of summons / undead or spam the same units, which let’s you deal with Sorcerers, Necromancers and Rogues. Grey Guard Master on Dwarf Warlord the Dwarf Champion race upgrade let’s Firstborn give a moral boost to other units (on top of The Draft), this works well with Scales of Fortune, and defensive strike works well with Shield of Dispassion. I’ve only played the specializations in single player but, I like them all best depending on the build. I’ll answer the rest tomorrow, as sleep beckons. I especially like paring a meditating Golden Dragon (hopefully someones band) with An Archdruid hero or leader, as that removes the frost weakness and lets them meditate/attack in one turn. If you can get Golden Dragons with this alignment, well, that unit is the awesomeness. It is actually a very good thing for Rogue units, as they tend to be relatively squishy and vulnerable to brute force: 2 straight defense helps with that. ![]() The Archangels also get heal undead as supports, so they can do that and heal themselves with normal heal, even if not ghouled. Spirit damage works with despair, the defense helps ghouls, and shield of light rips up other undead. The obvious answer of Theocrats liking works (especially since Shrines can become dedicated to good now), but Necromancers love it almost as much (if not more). When combined with Torchbearers Creed and Shield of light, you can get large quantities of spirit damage and defense on things. You also gain experience, like for any other active ability, so that can allow leveling advantages. It also makes it difficult for the enemy to get rid of all the individual enchantments. If you have a lot of meditating units, then you are more likely to get something excellent on the right unit. Rouges and AD (or those with the heroes) are highly useful, as you can meditate and take advantage of it in the same turn. The first is that it is a tactical choice: you the player can chose when (or even if) to use it. This is a sort of more grab bag type ability, but has some key strengths vs. It also is a great boost with total awareness, since the magic armor always applies to an unflankable unit.Ģ). To summarize, a good spell for Theocrats, Dreadnoughts, Warlords, Rogues, AD, Halflings, or anyone that can boost morale well. At the other end is the fire and spirit damage to all units one, which could mess with your own troops. I personally still like it, as you only need one corpse for the heal to trigger. On the other hand, the consume the essence spell is more of a mixed bag: it is a heal that works on all your units, but also takes up corpses you could do other things with. ![]() Undead Grey Guard is an interesting proposition: you get some very useful skills, the shield of dispassion grants dedicated to neutral units magic armor (+2 def, +1 res) to non flanking attacks, which helps the ghoul penalty. That is especially bad for the undead, who do suffer alignment penalties, but have few ways to boost morale. Two wars and a guard the wrong way, or too many vassals, and all those criticals are meaningless as your people are grumpy. A grey guard, on the other hand, has only 200 points to spare in either direction in the best of circumstances. A Keeper or Shadowborn can get pure alignments, which allows their subjects to forgive the occasional ruthlessness/mercy. If you mess up some of those, or are just caught in bad terrain, you do not get the benefit of the ability at all.Īlignment is particularly key, and is the biggest balancing factor for the Grey guard. The downside is that this is entirely dependent on outside circumstances (terrain, wins and losses, morality alignment, starting race, etc). The blessing is that the ability is quite strong: good criticals can already turn battles, and twice as many is just excellent. Scales of Fortune: A blessing and a curse.
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