Thanks for all your guides. I just got back into the game for the first time since launch, I really love the reavers but was having trouble figuring out how to run them. I haven’t followed your builds exactly but the videos gave me tons of tips to work with!
Reavers are such a cool culture, but I have a problem running a constant war time economy. Im more of a passive player. I like big calculated troop movements and decisive blows. My troops are not always super active and it shows when I play reavers and barbarians. I do want to talk about uses for skirmishers because they always feel like an under utilized unit. Once mid game rolls around low tier ones lose what little power advantage they had, but they retain their mobility. Skirmishers are faster than non cavalry units. With a move speed of 40 they are just as fast as scouts. This makes scouts and skirmishers a nice pair for raiding and border patrol. The extra vision of the scout improves the decision making of the player in whether or not to engage and the skirmishers provide extra fire power to do fun stuff. This combo is even further improved for Reaver culture as the observers can mark targets, this adds 10% damage to the Harrier's attacks. This means that a fresh elite skirmisher, plus one from the racial trait and plus 2 from smiths guild, with scout support can hit as hard as a legend rank. That is in addition to all the physical and ranged enchants you have on. A raiding party is something the opponent is going to have to deal with or end up losing economy to you. The longer that raiding party is around doing its job the more cost effective it becomes. In addition to economic damage those raiding parties can cause serious damage to enemy formations. With the skirmishers in the raiding party the enemy has to field a larger force to stop the threat of raids. This in of itself causes economic damage to your opponent by driving their army upkeep higher and higher. It also forces your opponent to make decisions that can be very punishable. If they send too many forces to deal with raids then they can lose their main army advantage and get crushed by your army. If they send too few there is a real chance the the raiders could win and end up giving you gold and or war spoils in addition to wasting several turns of draft and possibly more enemy gold trying to correct the mistake. Then there is the pillaging damage they can do. Each culture has its strengths and weaknesses and a well informed raider can hit the opponent right where it hurts, their wallet. Conduits and gold mines are obvious picks. As are special province improvements, and wonders too can be forcibly removed from your opponents grasp. That's just the tip of the iceberg. The uses get even crazier when you factor in things like marauding bands of snow spirits or entwined thralls that can just be magiced out of thin air. Or nonsense like slither raids with their slip away ability. The mistling and its tiny trait that makes it 20% harder to hit with physical and ranged attacks and creates its own mist that makes it even harder to hit. Or worse having to deal with a bunch of juiced up inquisitors raiding your back line while your trying to fight a war. Or realizing too late that there are dragoons or storm bringers in the mix. The best parts is any conflict a skirmisher raid gets involved in still has access to your magic and battle field summon spells. You also have the ability to use your raiders as quick reinforcements for your main army should losses occur. Any spell a skirmisher raid catches is one thats not aimed at your main army. A skirmisher need not fight to deal damage. More often then not they just need to show up and create problems to be effective. Problems your main army can exploit.
Nice videos, thank you man. A small side note though, -5 stability for improvements are standart. Basic ones forester etc. also gives -5 stability. Unless it is -10 or more it is not important info for the SPIs.
So I prefer to use book of ice instead of tentacles book to give magicklocks ability to slow down an enemy. With athletics it works pretty well: you have enough time for retreat, flanking and 2 shots at the stage of engagement. Now i try it on bots
Well if you want to spec heavier into Battlemages it's a good fit. Otherwise you will miss the power up on the Archers that you only get on Pyro/Cryo/Roots
Constrictors, on top of being beater than Mercenaries stat wise, are Ladies with Tentacles, so there was no competition.
Thanks for all your guides. I just got back into the game for the first time since launch, I really love the reavers but was having trouble figuring out how to run them. I haven’t followed your builds exactly but the videos gave me tons of tips to work with!
Reavers are such a cool culture, but I have a problem running a constant war time economy. Im more of a passive player. I like big calculated troop movements and decisive blows. My troops are not always super active and it shows when I play reavers and barbarians. I do want to talk about uses for skirmishers because they always feel like an under utilized unit. Once mid game rolls around low tier ones lose what little power advantage they had, but they retain their mobility. Skirmishers are faster than non cavalry units. With a move speed of 40 they are just as fast as scouts. This makes scouts and skirmishers a nice pair for raiding and border patrol. The extra vision of the scout improves the decision making of the player in whether or not to engage and the skirmishers provide extra fire power to do fun stuff. This combo is even further improved for Reaver culture as the observers can mark targets, this adds 10% damage to the Harrier's attacks. This means that a fresh elite skirmisher, plus one from the racial trait and plus 2 from smiths guild, with scout support can hit as hard as a legend rank. That is in addition to all the physical and ranged enchants you have on. A raiding party is something the opponent is going to have to deal with or end up losing economy to you. The longer that raiding party is around doing its job the more cost effective it becomes. In addition to economic damage those raiding parties can cause serious damage to enemy formations. With the skirmishers in the raiding party the enemy has to field a larger force to stop the threat of raids. This in of itself causes economic damage to your opponent by driving their army upkeep higher and higher. It also forces your opponent to make decisions that can be very punishable. If they send too many forces to deal with raids then they can lose their main army advantage and get crushed by your army. If they send too few there is a real chance the the raiders could win and end up giving you gold and or war spoils in addition to wasting several turns of draft and possibly more enemy gold trying to correct the mistake. Then there is the pillaging damage they can do. Each culture has its strengths and weaknesses and a well informed raider can hit the opponent right where it hurts, their wallet. Conduits and gold mines are obvious picks. As are special province improvements, and wonders too can be forcibly removed from your opponents grasp. That's just the tip of the iceberg. The uses get even crazier when you factor in things like marauding bands of snow spirits or entwined thralls that can just be magiced out of thin air. Or nonsense like slither raids with their slip away ability. The mistling and its tiny trait that makes it 20% harder to hit with physical and ranged attacks and creates its own mist that makes it even harder to hit. Or worse having to deal with a bunch of juiced up inquisitors raiding your back line while your trying to fight a war. Or realizing too late that there are dragoons or storm bringers in the mix. The best parts is any conflict a skirmisher raid gets involved in still has access to your magic and battle field summon spells. You also have the ability to use your raiders as quick reinforcements for your main army should losses occur. Any spell a skirmisher raid catches is one thats not aimed at your main army. A skirmisher need not fight to deal damage. More often then not they just need to show up and create problems to be effective. Problems your main army can exploit.
Quality advice! Thanks for these ideas =)
Nice videos, thank you man. A small side note though, -5 stability for improvements are standart. Basic ones forester etc. also gives -5 stability. Unless it is -10 or more it is not important info for the SPIs.
Actually playing similar build)
Constrictors pulling enemies closer to the magelocks (and applying marked) are so satisfying.
Loving all the new content! Keep it up Icon 😁
Awesome thumb-nails for all your videos! Another great guide. Thanks
Haha dam bro I haven't even finished the last ranged build you released after the patch and now your dropping another lol
So I prefer to use book of ice instead of tentacles book to give magicklocks ability to slow down an enemy. With athletics it works pretty well: you have enough time for retreat, flanking and 2 shots at the stage of engagement. Now i try it on bots
Didn't capturing enemy changed to giving exp? Seems to have seen on the patch note
Thanks! Is there an email i can send you some build of my own? I'd like to get your opinion on them, but youtube...
Thanks a lot for your kind gesture!
You can send me stuff to my business email: justanicongaming@gmail.com
@@Ic0nGaming Message sent: Hope you like!!
Would Evocation over pyromancy be a bad idea?
Well if you want to spec heavier into Battlemages it's a good fit. Otherwise you will miss the power up on the Archers that you only get on Pyro/Cryo/Roots
crazy