Barbarian Scouts are able to build outposts, which is something I discovered after 120 hours playtime. If you combine those scouts with the "Shadow Walkers" and the unlockable artisan trait "Perfectionist Artisans", they will be able to build outposts which immediately generate gold instead of costing upkeep, especially after you also unlock the first materium empire development perk.
Thanks for watching :) btw if you get your Scouts to max rank, you can use sprint to move forward a hex with no action point use and then use web. Sometimes its the difference between hitting 2 enemies or 5.
Dear Sir! In my gratitude I felt the need to write a letter, as aristocrats like us with Too Short Don't Read attitudes, and liking to feed the algorythm of channels what we like and subscribed. That was the name [Age of Wonders 4] I've searched for, and red the description and my mind gone complicated -> possibilities -> "unusual solutions" way too fast. It will even run on my potato PC kept alive mostly via techromancy. Only one gift worthy enough I may give to you in my reverence of your knowledge, wit and charm: The gospel of the Guild of Calamitous Intent. A game name for another one. The most complicated game yet, just a simple FPS - strategy - piloting simulator encompassing from above the atmosphere to the depths of the sea. It has everything, and all units are like minecraft. Requiring absolutely no reflexes because I don't have them at all, and we use automation! But "has not a learning curve, but a learning cliff on fire with rabid bears" as one of our fellow FtD-ers has said. If you are not interested, or you feel - for my great shame - that my message is offensive, the next part will be in a separate comment for your righteous extermination. Hope all is well! The Vulcan Inquisition is off.
I broke this game with heros. Hero's are only 30 g per turn. You can have as many as you want. If you have 6 heros and they all can use the hero spell "summon undead", then you can summon 18 undead on turn 1. But what's even better is you can use an ability from battlemage tree called "weaver" - this resets your cooldowns. So on turn two you summon another 18 undead. So now we have 36 undead and 6 heros. But it gets even better, because there is an AOE raise dead hero ability spell called "dark ritual" - this raises up to 7 undead at a time and damages enemies in the aoe. These undead summons are unique in that they are your race - not just some random monster. they get all they race mods and enchants you have going. My party of 6 heros had a power of over 5000. we could just charge into deathstacks, murder everyone, and walk away without a scratch. HERO'S ONLY is soooooooo broken. But i will try scouts, that looks fun. Excellent strat
if you try hero's only it takes a while to level them up but there is a shadow affinity unlock that gives +100% hero xp. So go shadow because your summoning tons of zombies anyways. If you really want to try hard you can get 2 stacks hell probably even 3 - but it's so much leveling and equipment, you really only need 6.
The summoning abilities are so fun, and with weaver you can just backline your heroes if you want and keep summoning! I love it, all the different strategies in this game are amazing. And holy crap, power level 5000!?! There’s not enough web in the world to take that down…
can you not talk out your ass. your heros need to be lvl 5 before they can get that spell, and its a low chance to roll it, so no, they can not all get summon undead turn 1, nor could you afford the upkeep or the hireing cost to hire so many heros anywhere near turn 1. "WTF this is bullshit and lies" is the only appropriate response, yet Fracture is playing along with your stupid comment, to no lose a viewer, this is all trash.
I did this build with Spider Mounts + Fast Initiative, along with the Feudal culture. Instead of Scions of Evil, I took the Silver Tongued trait, as it gives you an additional scout unit as well. After completing Tome of the Horde, I moved on to Tome of Beasts as it gives even more power to animal and cavalry units, which mounted scouts count as.
This is exactly what I was experimenting with to try and improve the build! I didn’t have silver tongues unlocked yet though, and Instead of adaptable I took overwhelm tactics and tried to buff critical hit chance a bunch.
Oddly, Furies, the Barbarian Tier II archer unit, get spider mounts despite not being a Cavalry unit by default. You can also make your spider riders a lot more deadly with unit and race enchants, probably the single most broken being Astral Blood which grants all your units Fortune (+crit) every time a spell is cast. Spam Blaze of the Horde or Fury of the Horde (damage bonus for Tier 1 units, ideal with the Scouts) and you're also buffing your entire army's crit chance at the same time. Once webs start critting reliably it's game over. That said, in late game the AI does get access to some pretty mean cheese of its own, it just doesn't really know how to use it.
It’s kind of interesting, one of the spider mounts I found and used briefly for my hero had a chance to hit instead of guaranteed hit. Made the ability a lot less reliable to use, so I switched back to regular spider mount. But yeah scaling the web attack would put the scouts back to their correct combat strength
No Need, the tome Give you the stand together buff. Go High trait for awaken units and then go pure evil to have it awakened. Boom, the most OP units ever can wipe put a 3 stack team with 6 dusk hinters.
I don't know why triumph decided that it would be a good idea to have broken spiders but here they are. It's so hard to deal with them and for some unknown reason hunter spiders and frost spiders are tier 4 units while poison and vampire are tier 3 which can spawn tier 1 spider.
If you went barbarian, your scouts can build outposts - so you dont even need to bring heroes to city locations to expand. Plus the extra draft income, allowing you to spawn out even more scouts. Bonus points if you go with adept settlers Other cultures require a more complex setup to get the most out of them, barbarian is pretty straightforward
Hey, wanna one more game breaker which I ve found? You can start as astral wizard king, create a powerfull wizard hero and than use the "astral mirrors" spell to make copies of your hero each combat turn and SOLO the whole game. Who needs pathetic armies when you can conquer the world using your astral twins? What is even more broken, using this approach you can cast two spells each turn because each of your copy will have this powerfull wizard king`s ability to cast two spells per turn. The only way you can lose is to forget who of all of these copies are real you and allow your enemies to kill real you instead of a copy, because they are completely identical.
I love this idea! Sounds like a ton of fun, I might even want to make a video using this core idea if you don’t mind? I’d play around with it to see if I can put my own spin on it at all
@@Fracture.Gaming I used Fangir as this hero. Used him and his copies as a shock warrior with mighty two handed sword which I luckily found in one of the elder wonders. But for first 20-30 turns until your hero learn the "astral mirrors" you will need armies of course. I d say that your final build depends on the weapon which you will find.
Ok gave it a try, first Marauder encounter had a Phase beast, resisted every Web attack, phased behind my guys and literally one shotted them... After a few other encounter I had a Ice Spirit that teleportet right next to my scouts and froze them with a single attack... Maybe I'm just unlucky, but it seems it can be countered like super easy.
The first couple of fights are tricky, I usually tried to intercept jumpers or long ranged units with my summons. I’m also a huge nerd and counted out movement and range for enemies and positioned my spiders right at the edge so the enemies couldn’t hit me with anything when they moved forward.
I literally just did a spider build and when when you transition away from scouts to hunter-spider-matriarchs (through the tome of beasts you can get a building that lets you produce hunter spiders) there webs can crit for over 100 dmg each its hilariously strong XD
That sounds incredible! Right now I’m thinking that Feudal, overwhelm tactics, and then pushing through the nature tomes to get more crit chance sounds like a really fun build. Maybe combine it with chosen destroyers and just pump spiders out of your throne city all game long to lay waste to the world map.
Haha, that's funny. I made a nature imperial spider scout build myself before watching that video. But I switched to overpowered level 3 spider archers. Needless, to say, I had maxed out range and 3 types of dmg on my attacks. Pure mayhem
I went barbarian culture as their archers are mounted at tier 2 then pick overwhelming tactics as the other choice ,start with tome of horde ,then tome of beasts for tier 2 tomes I went amplification for the spire summon the extra crit chance when spells are cast it was alot of fun I eventually went and took tome of roots for the vines and then took the book (order idk that name ) that gives you keepers mark (units don't die) I essentially start combat spawn unkillable vines have a super high crit chance and Increases to damage it was soooo fun!
Other options are feudal as mentioned but Barbarian with tier2 fury archer unit + seeker arrrows? (tome tier 1 from materium) +1 ranged... adds to the web ability.
Love the spider mounts and glad to see theyre getting attention. If you wanna power level your pantheon with super cheese, do small map (2 players) with close proximity, find the AI, declare war immediately and then ask to be their vassal. You win, can save your hero if you want, but more importantly you get a very quick (most matches sub 10 moves) 510-600xp depending how fast you do it (the quicker the lower but guarantees 1 level every round). Would def recommend others to do it too incase the xp gets nerfed later
Ah, yes spider scout spam XD Great minds think alike! I''ve been using this strategy since before the game released, and the devs have confirmed that the bug that gives their web ability double damage is being removed in the next patch. I was able to do something similar but with out using the webs in manual combat. Have to say having the AI beat itself on the harder setting is quite fulfilling. If Fracture, you would be interested in joining my future mps, let me know :)
If you want to totally break the AI, then pick the tome of root too and use the vine prison every turn to completely break the AI capability to manoeuver
Mounted combat focus? Genghis Khan mode! Unfortunately you specifically can't buff scout damage with ranged damage enchantments and specifically can't spawn them with Summon Irregulars. I guess some dev knows of the danger of scouts.
@@Fracture.Gaming they also don't count as Tier 1 Units for some spells and abilities. certain ones work on them, but others such as Mighty Meek don't.
Industrious is fantastic with this strat, you can get lots of gold and items(which you can trade with AI for even more gold if you want) through prospecting that you can use to spam out more scouts.
I did something similar with Goblin Spider Riders. Shadow Culture, Chaos and Shadow Affinities (for Baleful Curse and Joy Siphoners), Shadow Walkers, and Ruthless Raiders for the culture traits. for the Mind trait I went with Sneaky (25% more damage when flanking) and combined with the Spawnkin minor transformation, as well as them having Universal Camouflage, just the scouts were wiping out enemy armies and wonders.
I had the most fun with archers that has 7 range and 9 on aoe with bouncing arrows. High teck, t1 range buff + max EXP on them + t3 archers with 9 range aoe ( lol ).
I love Spider Mount Barbarians with Overwhelm Tactics. I play Champion instead of Wizard King, so my units already get +20% XP, and I find that the bonus Crit Chance when adjacent synergizes well with Nature abilities like Pack Leader and Animal Kinship. Oh - and Barbarians get their Tier 2 Unit as Cavalry, instead of Tier 3! Hello, Spider Fury Archers! They can be boosted to 5 Range Arrows and Webs with the Tome of Enhancement, and upgrade to 6 Range when yhey reach Legend status!
Maybe after the nerfs everybody says are on the way I’ll try your build and see if it can still slaughter brutal difficulty easily! Because everything you just described sounds amazing
What you do is go Feudal and spawn animals untill you get spiders, the later you get in the game and get other animal enchantments your spiders will be indestructible and do 100+dmg per attack
I'm going to try this except with Fabled Hunters instead of Shadow Walkers because I believe if you're running around with your hero in the group of scouts I believe that nullifies both the Wayfinder enchantment and Universal Camo buffs of the scout units when using Shadow Walkers which I think is the whole reason you went with Shadow Walkers in the first place. I figured since scouts are ranged units they'd benefit more from starting with +1 rank and your empire from all the resource bonuses from Fabled Hunters more. At least I think so. That's why I want to try it.
I think my hero was getting the movement speed from wayfinder? But I’m pretty sure you’re right about losing the universal camo with my hero in the group.
@@Fracture.Gaming The bonus resources from Fabled Hunters is great. I've been playing this build since watching your video earlier today. Haven't "wanted" for much in regards to resources. It's crazy how strong this is. Great find!
@@casualcarolinafishing5835 Nice! It's actually weird to think about how you've made it even stronger than when I used it... considering how strong it already was. Lol
@@Fracture.GamingWayfinder makes scouts 48 movement, Mounted Heroes just are 48 movement... but also any of the exotic mount traits make scouts 48 movement baseline...
No Turning Back by NEFFEX, I used the instrumental version, free through YT Audio Library. I really like NEFFEX... found them when I started making TH-cam videos th-cam.com/video/WzHyamdBZ2Y/w-d-xo.html&ab_channel=NEFFEX
I don't know anything about this game but I like the idea of making my own faction Also what is the song that you use at 3:13 ? Anyway great video and looking forward to more cheese in the future
LOL they do change this game through updates. Didn't know webs had a REALLY LONG range. They dont do this anymore you have to be kind a directly infront
The one thing that I see absolutely no reason for is that you cannot buff your scouts with any of the ranged buffs, like poison arrow or other similar spells. Why not? They use bows and arrows !!!
Apparently, there was a bug that basically double the web damage of Spider Scouts. Idk if it was fixed by the time you uploaded, but kinda funny that there wwas a bug to boost the cheese.
I think I recorded this video on Monday? So depending on when the patch was, this strat is either way weaker now, or it used to be stupidly overpowered far beyond what you see in this video, lmao
The one build which will beat any other composition are simply 18 heroes with the final t5 dark tome perk, which makes them resurrect themselves indefinitely after 3 combat turns. Unless you are able to kill 18 heroes within 3 turns, you will lose. What a player could do to beat it would be to transform their race into angels, which makes them immune to control-loss-effects, and then casting "Awaken Instincts", allowing you to attack with all your units again. As a Wizard King, you can then Overchannel to cast the spell once more and attack with all your units a third time and subsequently use the Weaver ability to use Overchannel again and gain a fourth attack turn in a row...
I am the only one here who thinks that the throw spiderweb ability should, like the previous age of wonders, not deals damage at all?!? It is so wrong that this ability inflicts damage, it already strong that it immobilize the target!!! Or in my opinion, if the DEVS will balance a bit this ability, just improve the immobilized turns, like 2 turns duration rather than only one, and absolutely remove any kind of damage it deals!!!
It's not that the Games "thinks" you can't win. The Game actually plays the Battle out in the Background like a Player would do, hence Replays are a thing. It's just that the AI is not smart enough to hold some Webs back for later turns to keep the Enemy immobilized. The AI fires all in the Turn 1 or 2 and then get's slaughtered. As for Broken... against the AI maybe... As for Multiplayer definite nope. Satus Effects like immobilized are to easy to get rid of with spells or some Unit Abilities. And Status Effect Resistance is a thing Players (at least those who know their stuff) will actually go for. Maybe if you are really fast and rush other Players till they have a decent counter but i think that would only work on a small map. p.s. You might wanna take a look at Unicorn Mounts. Together with Awakeners (Order Unit) those are equally annoying and probably more dangerous. You can't purge or resist them just blinking away from Combat. :)
I wanna try unicorn mounts with Sneaky, so just phase behind them and hit for fat damage. A real player using this would decimate my poor little spider scout army
@@Fracture.Gaming great idea just blinking in their back or flanks. Maybe even couple with frost toms so you still have some spells to freeze or slow the most dangerous foes.
OK Except the web can fail and there're units resistant to status effects and even AI will use a lot of spells which will eliminate all recons long before they can reach the enemy and there're other horse-like units with huge range and even teleportation (unicorn, Banshee, teleportating beast), units with AoE attacks with 6 range. What's worser you invest in mount which may be useless later and you invest in units which are not very universal and wil be abandoned later anyway (T1 swordsmen and pikes can be effective much longer). The web deals friendly fire anything jumping inside your formation and you've problems. Not every culture has monted scouts. May be with cultural T3 chivalry which can fight on it's own not relying on a single tactic. Or just add a couple of scouts to normal army. Anyway that's exploit when low level unit can have ability of T3 units. Another problem which was obvious from the beginning is disbalance between physical traits and speciefically mpunt traits. Chivalry can teleport? OK sometimes usefull but not very impressive. Scaring aura? Just not worth attention and simply will not work against golems and undeads. More damage for chivalry while stading close together? 1) Why not to take just strength for the all racial units? 2) And how it really work with charge? I must place all the units near the target and then attack? Doesn't that disables the charge? AoE attack which paralize the enemy? Well even with 40-60% chance the whole army will paralize any grouped enemy for sure. And if it's T3 chivalry which is not so easy to wipe out. Gimme that.
@@Fracture.Gaming OK AoE spells AoE attacks with 6 range, fast units which will have the 1st strike anyway since the web requires 3 AP. BTW I got a bug yesturday when AI attacked my army but 2 my ermies in reinceforment range didn't participate for some reason (I suppose sometimes the game thinks they should not fight because they're in other province because I see the same thing later) so 1067 vs 1809 strength T2 units with elite medals. Not helped much against AoE spells and since the losing of units drops the morale it was not so hard to force the enemy to run. Clearing the treasure sites and fighting against the enemy even AI which can punish for placing your units close to each other is very different things. And I don't think that winning with 2/3 of your units killed just because they are fragile and is acceptable outcome. Anyway I agree that T1 recon units doing the damage and paralizing is serious balance problem but I doubt they will win the war. Especially the prolonged war.
I'm a human player, but even I don't know how to counter that. I know there is one piece of hero gear that makes you immune to immobilize, but you can't outfit your army with it.
Ethereal units are immune to immobilize, but the main thing the ai could have done is advance on me with their range 6 units. Literally move one hex every turn until I come to them and can’t open with webs, or they force me to the edge of the map and can cast at 6 range beating my 5. Without range 6 units, just spread out I guess? Web does too much damage…
I hope you know that the ability of spiders (and mount spiders too) web is now bugged and deals twice as much damage as it should? That is, in essence, your build is an abuse of the bug and the hype is based on it. When this bug is fixed, such a build will be many times worse and not so unbalanced.
Ah, now that explains a lot, I was wondering why my spider matriarchs were criting for 120 damage, when crits are only meant to be a 50% dmg increase XD
@@JondarKorric This does not require additional mentions on the forums or elsewhere (although they are there). It is enough to read what is indicated on the skill itself and do a little math. When a skill is supposed to deal 12 damage (that's what it says on it and that value is actually indicated in the game) but a target that has defenses (that reduce damage by 10-50%) takes 20+ damage from the web, what other proof do you need?
well .. spellbreakers / awakeners will obliterate ur army of scouts because its pretty much the same thing but with more damage and most importanly - RANGE. yeah yeah, those are t3 units but t2 casters can do just the same as their aoe spells outrange ur web by 2-3 squares.
The scouts sprint ability is helpful for getting that 1 extra hex of range, but yeah I mostly relied on the AI being dumb. I would position 7 hexes away (or 8 if they have AoE) to avoid their 6 range attack, and then let them walk forward into my range. This build definitely wouldn't hold up against an intelligent opponent. Fun vs the AI though :D
Good point, I didn't like the idea of the AI wasting my mana so I turned it off early game and never changed it. I definitely could have put it back on from mid game onward
Barbarian Scouts are able to build outposts, which is something I discovered after 120 hours playtime. If you combine those scouts with the "Shadow Walkers" and the unlockable artisan trait "Perfectionist Artisans", they will be able to build outposts which immediately generate gold instead of costing upkeep, especially after you also unlock the first materium empire development perk.
Thanks for watching :)
btw if you get your Scouts to max rank, you can use sprint to move forward a hex with no action point use and then use web. Sometimes its the difference between hitting 2 enemies or 5.
Change your Lord Name for Arathor THE BIG CHEESE
@@Durahan82 Lmao, if I make another video that'll be the name. Probably not Arathor, but definitely the big cheese
@@Fracture.Gaming Mouser THE BIG CHEESE then ?
Dear Sir!
In my gratitude I felt the need to write a letter, as aristocrats like us with Too Short Don't Read attitudes, and liking to feed the algorythm of channels what we like and subscribed.
That was the name [Age of Wonders 4] I've searched for, and red the description and my mind gone complicated -> possibilities -> "unusual solutions" way too fast. It will even run on my potato PC kept alive mostly via techromancy.
Only one gift worthy enough I may give to you in my reverence of your knowledge, wit and charm:
The gospel of the Guild of Calamitous Intent.
A game name for another one.
The most complicated game yet, just a simple FPS - strategy - piloting simulator encompassing from above the atmosphere to the depths of the sea. It has everything, and all units are like minecraft.
Requiring absolutely no reflexes because I don't have them at all, and we use automation!
But "has not a learning curve, but a learning cliff on fire with rabid bears" as one of our fellow FtD-ers has said.
If you are not interested, or you feel - for my great shame - that my message is offensive, the next part will be in a separate comment for your righteous extermination.
Hope all is well!
The Vulcan Inquisition is off.
I broke this game with heros. Hero's are only 30 g per turn. You can have as many as you want. If you have 6 heros and they all can use the hero spell "summon undead", then you can summon 18 undead on turn 1. But what's even better is you can use an ability from battlemage tree called "weaver" - this resets your cooldowns. So on turn two you summon another 18 undead. So now we have 36 undead and 6 heros. But it gets even better, because there is an AOE raise dead hero ability spell called "dark ritual" - this raises up to 7 undead at a time and damages enemies in the aoe. These undead summons are unique in that they are your race - not just some random monster. they get all they race mods and enchants you have going. My party of 6 heros had a power of over 5000. we could just charge into deathstacks, murder everyone, and walk away without a scratch. HERO'S ONLY is soooooooo broken. But i will try scouts, that looks fun. Excellent strat
if you try hero's only it takes a while to level them up but there is a shadow affinity unlock that gives +100% hero xp. So go shadow because your summoning tons of zombies anyways. If you really want to try hard you can get 2 stacks hell probably even 3 - but it's so much leveling and equipment, you really only need 6.
The summoning abilities are so fun, and with weaver you can just backline your heroes if you want and keep summoning! I love it, all the different strategies in this game are amazing. And holy crap, power level 5000!?! There’s not enough web in the world to take that down…
@@Fracture.Gaming yeah I had wand of resurrection on 5/6 heros that time. I think 4000 is maybe more realistic, but you hit 2-3000 around turn 50.
can you not talk out your ass. your heros need to be lvl 5 before they can get that spell, and its a low chance to roll it, so no, they can not all get summon undead turn 1, nor could you afford the upkeep or the hireing cost to hire so many heros anywhere near turn 1.
"WTF this is bullshit and lies" is the only appropriate response, yet Fracture is playing along with your stupid comment, to no lose a viewer, this is all trash.
@@MYPSYAI if you use the farm vassal cheese leveling 6 heroes to 20 by turn 30 is actually fairly easy to do
The power of chees is strong with this one, you could say the enemies were in a sticky situation. Spiders for the win indeed
Okay I actually laughed out loud, amazing!
Webs no longer work like this, they now shoot a two hex range and there us a cooldown
I did this build with Spider Mounts + Fast Initiative, along with the Feudal culture. Instead of Scions of Evil, I took the Silver Tongued trait, as it gives you an additional scout unit as well. After completing Tome of the Horde, I moved on to Tome of Beasts as it gives even more power to animal and cavalry units, which mounted scouts count as.
This is exactly what I was experimenting with to try and improve the build! I didn’t have silver tongues unlocked yet though, and Instead of adaptable I took overwhelm tactics and tried to buff critical hit chance a bunch.
Oddly, Furies, the Barbarian Tier II archer unit, get spider mounts despite not being a Cavalry unit by default. You can also make your spider riders a lot more deadly with unit and race enchants, probably the single most broken being Astral Blood which grants all your units Fortune (+crit) every time a spell is cast. Spam Blaze of the Horde or Fury of the Horde (damage bonus for Tier 1 units, ideal with the Scouts) and you're also buffing your entire army's crit chance at the same time. Once webs start critting reliably it's game over.
That said, in late game the AI does get access to some pretty mean cheese of its own, it just doesn't really know how to use it.
It's just that the Web attack actual damage should be scaled better with the unit tier/base damage input.
It’s kind of interesting, one of the spider mounts I found and used briefly for my hero had a chance to hit instead of guaranteed hit. Made the ability a lot less reliable to use, so I switched back to regular spider mount.
But yeah scaling the web attack would put the scouts back to their correct combat strength
If you did feudal, they would get a bonus in damage by just being next to eachother
Yeah I think Feudal and the one that gives crit chance for being next to each other would be pretty sweet!
@@Fracture.Gaming the animal books will also buff animal and calvary units when next to each other.
No Need, the tome Give you the stand together buff. Go High trait for awaken units and then go pure evil to have it awakened. Boom, the most OP units ever can wipe put a 3 stack team with 6 dusk hinters.
@@pikachu2003 which tome gives you stand together?
@@pikachu2003 also dusk hunters are not mounted
I don't know why triumph decided that it would be a good idea to have broken spiders but here they are. It's so hard to deal with them and for some unknown reason hunter spiders and frost spiders are tier 4 units while poison and vampire are tier 3 which can spawn tier 1 spider.
Scary spiders...
@@Fracture.Gaming fyi. Its a bug that webs dmg is applied twice
If you went barbarian, your scouts can build outposts - so you dont even need to bring heroes to city locations to expand. Plus the extra draft income, allowing you to spawn out even more scouts.
Bonus points if you go with adept settlers
Other cultures require a more complex setup to get the most out of them, barbarian is pretty straightforward
Hey, wanna one more game breaker which I ve found? You can start as astral wizard king, create a powerfull wizard hero and than use the "astral mirrors" spell to make copies of your hero each combat turn and SOLO the whole game. Who needs pathetic armies when you can conquer the world using your astral twins? What is even more broken, using this approach you can cast two spells each turn because each of your copy will have this powerfull wizard king`s ability to cast two spells per turn. The only way you can lose is to forget who of all of these copies are real you and allow your enemies to kill real you instead of a copy, because they are completely identical.
I love this idea! Sounds like a ton of fun, I might even want to make a video using this core idea if you don’t mind? I’d play around with it to see if I can put my own spin on it at all
@@Fracture.Gaming Yeah, of course, it would be great, I would watch it ;)
@@Fracture.Gaming I used Fangir as this hero. Used him and his copies as a shock warrior with mighty two handed sword which I luckily found in one of the elder wonders. But for first 20-30 turns until your hero learn the "astral mirrors" you will need armies of course. I d say that your final build depends on the weapon which you will find.
Ok gave it a try, first Marauder encounter had a Phase beast, resisted every Web attack, phased behind my guys and literally one shotted them... After a few other encounter I had a Ice Spirit that teleportet right next to my scouts and froze them with a single attack... Maybe I'm just unlucky, but it seems it can be countered like super easy.
The first couple of fights are tricky, I usually tried to intercept jumpers or long ranged units with my summons. I’m also a huge nerd and counted out movement and range for enemies and positioned my spiders right at the edge so the enemies couldn’t hit me with anything when they moved forward.
That sounds like me every time I try to cheese any game 😅 Something works on youtube, but then in my own game AI acts completely differently xD
The tier 5 gold Golems with Undying can be a REAL pain with the Industrial built .
I had to fight one of them during this run and those things are nasty…
I literally just did a spider build and when when you transition away from scouts to hunter-spider-matriarchs (through the tome of beasts you can get a building that lets you produce hunter spiders) there webs can crit for over 100 dmg each its hilariously strong XD
That sounds incredible! Right now I’m thinking that Feudal, overwhelm tactics, and then pushing through the nature tomes to get more crit chance sounds like a really fun build. Maybe combine it with chosen destroyers and just pump spiders out of your throne city all game long to lay waste to the world map.
Haha, that's funny. I made a nature imperial spider scout build myself before watching that video.
But I switched to overpowered level 3 spider archers. Needless, to say, I had maxed out range and 3 types of dmg on my attacks.
Pure mayhem
I went barbarian culture as their archers are mounted at tier 2 then pick overwhelming tactics as the other choice ,start with tome of horde ,then tome of beasts for tier 2 tomes I went amplification for the spire summon the extra crit chance when spells are cast it was alot of fun I eventually went and took tome of roots for the vines and then took the book (order idk that name ) that gives you keepers mark (units don't die) I essentially start combat spawn unkillable vines have a super high crit chance and Increases to damage it was soooo fun!
Other options are feudal as mentioned but Barbarian with tier2 fury archer unit + seeker arrrows? (tome tier 1 from materium) +1 ranged... adds to the web ability.
I haven't even played a Barbarian game yet, I'll have to try it out! Looking forward to it :)
Love the spider mounts and glad to see theyre getting attention.
If you wanna power level your pantheon with super cheese, do small map (2 players) with close proximity, find the AI, declare war immediately and then ask to be their vassal. You win, can save your hero if you want, but more importantly you get a very quick (most matches sub 10 moves) 510-600xp depending how fast you do it (the quicker the lower but guarantees 1 level every round). Would def recommend others to do it too incase the xp gets nerfed later
Oh wow that’s an amazing power leveling tip! I’m definitely gonna be doing that today, thanks :)
@@Fracture.Gaming anytime!
Ah, yes spider scout spam XD Great minds think alike! I''ve been using this strategy since before the game released, and the devs have confirmed that the bug that gives their web ability double damage is being removed in the next patch. I was able to do something similar but with out using the webs in manual combat. Have to say having the AI beat itself on the harder setting is quite fulfilling. If Fracture, you would be interested in joining my future mps, let me know :)
This game gives so much freedom for different play styles, I love it! For now I’ll pass on any mps but thanks for the offer :)
If you want to totally break the AI, then pick the tome of root too and use the vine prison every turn to completely break the AI capability to manoeuver
Mounted combat focus? Genghis Khan mode! Unfortunately you specifically can't buff scout damage with ranged damage enchantments and specifically can't spawn them with Summon Irregulars. I guess some dev knows of the danger of scouts.
Oh that's good to know, lol. My video is officially full of misinformation RIP. They're still op tho :)
@@Fracture.Gaming they also don't count as Tier 1 Units for some spells and abilities. certain ones work on them, but others such as Mighty Meek don't.
Industrious is fantastic with this strat, you can get lots of gold and items(which you can trade with AI for even more gold if you want) through prospecting that you can use to spam out more scouts.
Ooh that sounds fun, I’ll have to give it a try!!
Finally. Someone uses the best race: rat
The real lesson here is how stupidly overpowered spiders are in this game.
I did something similar with Goblin Spider Riders. Shadow Culture, Chaos and Shadow Affinities (for Baleful Curse and Joy Siphoners), Shadow Walkers, and Ruthless Raiders for the culture traits. for the Mind trait I went with Sneaky (25% more damage when flanking) and combined with the Spawnkin minor transformation, as well as them having Universal Camouflage, just the scouts were wiping out enemy armies and wonders.
Love it, I kinda wanna try a unicorn mount build with Sneaky, just warp into flanking position and slaughter your enemies in one hit if possible…
There was a bug where webs were doing double damage.
It has been fixed.
I had the most fun with archers that has 7 range and 9 on aoe with bouncing arrows. High teck, t1 range buff + max EXP on them + t3 archers with 9 range aoe ( lol ).
Take the tome of Roots, Vine Prison is broken even more than spider mounts.
I love Spider Mount Barbarians with Overwhelm Tactics. I play Champion instead of Wizard King, so my units already get +20% XP, and I find that the bonus Crit Chance when adjacent synergizes well with Nature abilities like Pack Leader and Animal Kinship.
Oh - and Barbarians get their Tier 2 Unit as Cavalry, instead of Tier 3! Hello, Spider Fury Archers! They can be boosted to 5 Range Arrows and Webs with the Tome of Enhancement, and upgrade to 6 Range when yhey reach Legend status!
Maybe after the nerfs everybody says are on the way I’ll try your build and see if it can still slaughter brutal difficulty easily! Because everything you just described sounds amazing
@@Fracture.Gaming Oops! *Tome of ENCHANTMENT, rather. Tier 1 Materium Tome.
What you do is go Feudal and spawn animals untill you get spiders, the later you get in the game and get other animal enchantments your spiders will be indestructible and do 100+dmg per attack
I’m into it.
I'm going to try this except with Fabled Hunters instead of Shadow Walkers because I believe if you're running around with your hero in the group of scouts I believe that nullifies both the Wayfinder enchantment and Universal Camo buffs of the scout units when using Shadow Walkers which I think is the whole reason you went with Shadow Walkers in the first place. I figured since scouts are ranged units they'd benefit more from starting with +1 rank and your empire from all the resource bonuses from Fabled Hunters more. At least I think so. That's why I want to try it.
I think my hero was getting the movement speed from wayfinder? But I’m pretty sure you’re right about losing the universal camo with my hero in the group.
@@Fracture.Gaming The bonus resources from Fabled Hunters is great. I've been playing this build since watching your video earlier today. Haven't "wanted" for much in regards to resources. It's crazy how strong this is. Great find!
@@casualcarolinafishing5835 Nice! It's actually weird to think about how you've made it even stronger than when I used it... considering how strong it already was. Lol
@@Fracture.Gaming I forgot to mention I took Mana Addicts + Fabled Hunters. I love Mana Addicts for the lifesteal if you cast a combat spell first.
@@Fracture.GamingWayfinder makes scouts 48 movement, Mounted Heroes just are 48 movement... but also any of the exotic mount traits make scouts 48 movement baseline...
great build and video - buuuuuut.. what is that Linkin Park? remix you played around min6? Its awesome :D
No Turning Back by NEFFEX, I used the instrumental version, free through YT Audio Library. I really like NEFFEX... found them when I started making TH-cam videos
th-cam.com/video/WzHyamdBZ2Y/w-d-xo.html&ab_channel=NEFFEX
This is the great fun with aow4, lots of broken, fun builds!
Doesn't work anymore and desperately needs a ton of the tier 1 buffs in 2024 as web is a melee attack now
damm, i was going to try it xD
Mine doesn't have the body and mind traits.. it's just hit square pick traits.. three to four
May I know why you turn off the auto combat spell casting?😅
I turned it off early game because I didn't want the AI using my limited mana and forgot to turn it back on mid game when I had plenty...
Really enjoyed this, thank you! Would love to see some CK3 exploits 👀
My friends have been telling me to play that game for so long. Idk why I haven’t… maybe it’s time though?
The AOE spider rider dmg with a built in snare is completely broken. Spiders will soon be hit with the nerfbat.
fyi. the web ability is bugged, atm it deals double damage. they plan to fix it soon
That was really fun, thanks!
I’m glad you liked it :)
i've also found dark knights with unicorns to also be super super powerful.
Yeah I wanna try a unicorn build with Sneaky for extra flanking damage!
I don't know anything about this game but I like the idea of making my own faction
Also what is the song that you use at 3:13 ?
Anyway great video and looking forward to more cheese in the future
It's called Kurt by Cheel
th-cam.com/video/x9C6JJ4P6eo/w-d-xo.html&ab_channel=NoCopyrightMusic
Ths is the most ridiculous and yet OP shit i ever saw. GG to the dev who need to nerf this.
fun fact: spider web = ranged. anything ranged applies, so for example hero ranged damage boost increases web damage
Oooh that’s actually really good to know!
LOL they do change this game through updates. Didn't know webs had a REALLY LONG range. They dont do this anymore you have to be kind a directly infront
noticed that in some of your battles your ai was turned off when you went into battle. Great idea though, will sub and try this
Spiderscouts and Houndmasters really need a nerf
is the fixed
The one thing that I see absolutely no reason for is that you cannot buff your scouts with any of the ranged buffs, like poison arrow or other similar spells. Why not? They use bows and arrows !!!
They are nerfing web…apparently it’s doing double dmg due to a bug?
Apparently, there was a bug that basically double the web damage of Spider Scouts.
Idk if it was fixed by the time you uploaded, but kinda funny that there wwas a bug to boost the cheese.
I think I recorded this video on Monday?
So depending on when the patch was, this strat is either way weaker now, or it used to be stupidly overpowered far beyond what you see in this video, lmao
spiders are very powerful in this game
They're pretty damn strong if a noob like me can win Brutal on my 2nd game, lmao
The one build which will beat any other composition are simply 18 heroes with the final t5 dark tome perk, which makes them resurrect themselves indefinitely after 3 combat turns. Unless you are able to kill 18 heroes within 3 turns, you will lose.
What a player could do to beat it would be to transform their race into angels, which makes them immune to control-loss-effects, and then casting "Awaken Instincts", allowing you to attack with all your units again. As a Wizard King, you can then Overchannel to cast the spell once more and attack with all your units a third time and subsequently use the Weaver ability to use Overchannel again and gain a fourth attack turn in a row...
That sounds like fun. Immortal heroes ftw
I am the only one here who thinks that the throw spiderweb ability should, like the previous age of wonders, not deals damage at all?!? It is so wrong that this ability inflicts damage, it already strong that it immobilize the target!!! Or in my opinion, if the DEVS will balance a bit this ability, just improve the immobilized turns, like 2 turns duration rather than only one, and absolutely remove any kind of damage it deals!!!
Yeah the damage is busted. It’ll get nerfed, there’s a pretty huge consensus that spider mounts are op
Isn't there an option to give scouts fly?
I haven’t got a clue, lol
yes , one of the tomes has an enchantment to give fling to scouts only . Also the celestial/demonic transformations give it also.
AOW4 is awesome but bro GG's to you as well.
Supposedly this is getting hit hard with the nerf bat next patch
Wouldn’t surprise me, it’s honestly way too strong…
It's not that the Games "thinks" you can't win. The Game actually plays the Battle out in the Background like a Player would do, hence Replays are a thing. It's just that the AI is not smart enough to hold some Webs back for later turns to keep the Enemy immobilized. The AI fires all in the Turn 1 or 2 and then get's slaughtered. As for Broken... against the AI maybe... As for Multiplayer definite nope. Satus Effects like immobilized are to easy to get rid of with spells or some Unit Abilities. And Status Effect Resistance is a thing Players (at least those who know their stuff) will actually go for. Maybe if you are really fast and rush other Players till they have a decent counter but i think that would only work on a small map. p.s. You might wanna take a look at Unicorn Mounts. Together with Awakeners (Order Unit) those are equally annoying and probably more dangerous. You can't purge or resist them just blinking away from Combat. :)
I wanna try unicorn mounts with Sneaky, so just phase behind them and hit for fat damage. A real player using this would decimate my poor little spider scout army
@@Fracture.Gaming great idea just blinking in their back or flanks. Maybe even couple with frost toms so you still have some spells to freeze or slow the most dangerous foes.
Wow I so need to try this
You definitely should, it was a lot of fun.
LOL! =O Thank you very much for sharing! =)
It was my pleasure, this game is a treat to play!
OK Except the web can fail and there're units resistant to status effects and even AI will use a lot of spells which will eliminate all recons long before they can reach the enemy and there're other horse-like units with huge range and even teleportation (unicorn, Banshee, teleportating beast), units with AoE attacks with 6 range. What's worser you invest in mount which may be useless later and you invest in units which are not very universal and wil be abandoned later anyway (T1 swordsmen and pikes can be effective much longer). The web deals friendly fire anything jumping inside your formation and you've problems.
Not every culture has monted scouts.
May be with cultural T3 chivalry which can fight on it's own not relying on a single tactic. Or just add a couple of scouts to normal army.
Anyway that's exploit when low level unit can have ability of T3 units. Another problem which was obvious from the beginning is disbalance between physical traits and speciefically mpunt traits. Chivalry can teleport? OK sometimes usefull but not very impressive. Scaring aura? Just not worth attention and simply will not work against golems and undeads. More damage for chivalry while stading close together? 1) Why not to take just strength for the all racial units? 2) And how it really work with charge? I must place all the units near the target and then attack? Doesn't that disables the charge? AoE attack which paralize the enemy? Well even with 40-60% chance the whole army will paralize any grouped enemy for sure. And if it's T3 chivalry which is not so easy to wipe out. Gimme that.
If only some enemies had survived long enough to take advantage of all these weaknesses you've mentioned
@@Fracture.Gaming OK AoE spells AoE attacks with 6 range, fast units which will have the 1st strike anyway since the web requires 3 AP. BTW I got a bug yesturday when AI attacked my army but 2 my ermies in reinceforment range didn't participate for some reason (I suppose sometimes the game thinks they should not fight because they're in other province because I see the same thing later) so 1067 vs 1809 strength T2 units with elite medals. Not helped much against AoE spells and since the losing of units drops the morale it was not so hard to force the enemy to run.
Clearing the treasure sites and fighting against the enemy even AI which can punish for placing your units close to each other is very different things. And I don't think that winning with 2/3 of your units killed just because they are fragile and is acceptable outcome.
Anyway I agree that T1 recon units doing the damage and paralizing is serious balance problem but I doubt they will win the war. Especially the prolonged war.
High culture is ideal for this build since they buff units with awakened if you have evil alignment
I think this doesnt work, since Scouts have no dormant skill afaik.
Dusk Hunter awakened absolutely kills with auto battle only. A squad of 6 units will kill a 3 stack team easily.
@@alexh2717 They have no dormant skill but awakened still gives them some damage boost (+2 light damage if I remember correctly).
@@alexh2717 two scouts (or heroes) to cycle immobilize and just have archers the extra damage and range destroys
To be 100% honest, I haven’t learned how awakened works yet so I didn’t even consider it, lmao
more please :)
I’ll see what I can come up with :) maybe I’ll learn how to actually play the game properly first though…
Im gonna do spider mounts on keen eyed houndmasters
I'm a human player, but even I don't know how to counter that. I know there is one piece of hero gear that makes you immune to immobilize, but you can't outfit your army with it.
Ethereal units are immune to immobilize, but the main thing the ai could have done is advance on me with their range 6 units. Literally move one hex every turn until I come to them and can’t open with webs, or they force me to the edge of the map and can cast at 6 range beating my 5.
Without range 6 units, just spread out I guess? Web does too much damage…
D'Amore Hill
Yay more cheeeeeese!! #DownWithDD
Hmm, i feel like this has definitely been nerfed, immobilised is still good..... When it works. I'm maybe getting it to pop 40% of the time.
Hi Spiderman ^^
Hi :D
I hope you know that the ability of spiders (and mount spiders too) web is now bugged and deals twice as much damage as it should? That is, in essence, your build is an abuse of the bug and the hype is based on it. When this bug is fixed, such a build will be many times worse and not so unbalanced.
got a source for that claim? because I'm combing the forums and found no such mention of the Web ability being bugged.
Ah, now that explains a lot, I was wondering why my spider matriarchs were criting for 120 damage, when crits are only meant to be a 50% dmg increase XD
@@JondarKorric This does not require additional mentions on the forums or elsewhere (although they are there). It is enough to read what is indicated on the skill itself and do a little math. When a skill is supposed to deal 12 damage (that's what it says on it and that value is actually indicated in the game) but a target that has defenses (that reduce damage by 10-50%) takes 20+ damage from the web, what other proof do you need?
It makes sense. This ability is far too powerful. AoE + ranged + big damage + immobilize seems too good to be true.
I don’t know anything, I went into this game looking for something to exploit and found it, lol.
Mariela Plaza
well .. spellbreakers / awakeners will obliterate ur army of scouts because its pretty much the same thing but with more damage and most importanly - RANGE. yeah yeah, those are t3 units but t2 casters can do just the same as their aoe spells outrange ur web by 2-3 squares.
The scouts sprint ability is helpful for getting that 1 extra hex of range, but yeah I mostly relied on the AI being dumb. I would position 7 hexes away (or 8 if they have AoE) to avoid their 6 range attack, and then let them walk forward into my range. This build definitely wouldn't hold up against an intelligent opponent. Fun vs the AI though :D
Hillary Haven
when u give tips to others but this is your second try at the game..
Idk I thought it went pretty well :)
You disabled AI using spells, I bet you would have auto-won alot more with it enabled still.
Good point, I didn't like the idea of the AI wasting my mana so I turned it off early game and never changed it. I definitely could have put it back on from mid game onward
Wtf.
Pew pew, cover the world in webs!
Spiders are OP because the web attack is bugged and is doing double damage that's it's intended to do