I dont have any specific build or video around Ironclads. When playing with Ironclads I like to go Industrious culture as the tier 3 shield unit provides a good frontline and both the tome of constructs and tome of dreadnaught have good unit enhancement for shield units. The astral siphoner unit that eldritch sovereigns can summon with thralls are interesting as well as they have a pull ability, like constrictors, that can be used to pull enemies away from ironclad's zone of control so they can use their big attack.
I still prefer 3 attacks. Wet and distracted are just insane debuffs. Easily doing 100+ damage per turn. However the higher range and combined with killing momentum makes this thing still interesting.
Hey man, good video. Very clear and concise with what you are trying to achieve. I would offer one suggestion though; Try to improve your sound quality - I only say this because audio is the number one reason that people will tune in; or out of a video and it can make a video difficult to sit through At the moment it's pretty echo-y and feels like you're speaking inside a box. Otherwise, great vid!
good point, Getting a materium society trait and swapping fey mist for tome of artificing would be a nice way to get materium affinity without really affecting the build much. More shadow affinity wouldn't be bad either as I think the combo of the astral/shadow imperium trees synergize quite well.
Magelocks are definitely a lot better after the patch but I would still bring some frontline and not spam them in this fashion as you will need a way to put marked on the enemies for the 50% damage boost.
Finally got to your Eldritch Sovereign video, super love them as a fan of cosmic horror/Lovecraftian stuff. What synergies do you recommend for them in terms of culture, faction traits, and tomes? The mana upkeep in the early game is just nasty, especially since getting to Level 4 only takes the first few minutes of the game.
I think ES are quite versatile and could fit comfortably into most builds. due to having many mind-control/insanity abilities they are notably weaker against control-loss immune units such as celestials and constructs.
In addition to all the other reductions like line of sight, evasion, etc accuracy is also reduced by distance away from the target starting at 3 tiles (the exact formula is based on the max range of the weapon), so its nice to have a little over 100% like 110% or 120%. I think going over 120% starts to become a bit of a waste especially with a 1 action point weapon where you can reposition for a better shot.
The pistol and sword hero item never had a cooldown, that was a dragoon specific thing. The only change to the pistol and sword in this patch is that it now has breaching.
Some additional notes on this video 1. I over-emphasized keen-sighted. its not necessary and unless you already have a ranged-heavy army you are probably better off with something that helps your army more like tough, its just nice to have 2. you can craft helms in the item forge that increase your heroes accuracy, very good for magelock heroes. 3. Critical hit chance also increases your accuracy so its great to get any additional crit chance you can.
Great content! What’s the math on crit chance increasing accuracy? Just discovered your videos and I’m eating them up right now… next build plan is to combine your feudal unicorns and quick T5 vassal builds, but idk if any of that broke with the recent update
@@IDidntVoteForThisOption In the Age of Wonders games you roll for Crit before you roll for hit and if you crit it is automatically considered a hit. In AoW4 your crit chance is also capped by the accuracy of the shot to prevent only stacking crit and not needing to worry about accuracy. For example a ranged unit with a crit chance of 80% does an attack with 50% accuracy the attack will have a 50% chance of crit a 25% of being a normal attack and a 25% chance of being a graze or miss.
nice overview! if I may, try to speak a bit louder in the beginning of the video perhaps, I initially thought the whole video would ve been with bad audio, but good job for the rest!
Just recently discovered your channel and DAMN you have a lot of AOW4 content that is sorely needed in the community. I can't wait to dig my teeth into all your videos, especially the build guides. Thanking the algorithm for directing me to your channel and I hope it only continues to lead more people to you.
Thanks for the comment. Yes I do think that the ES is OP in comparison to the other ruler types. I'm not sure if they would be able to nerf it to a balanced state without making it feel boring though. I'd rather see them buff the other rulers. The Champion and Wizard in particular play like generic heroes in combat and could be made more interesting.
Blight blades for extra damage on units, summon entwined thrall is pretty good and vine prison is a helpful spell early. The tome isn't vitally important to the build and can be replaced with something else if you want though.
The wizard king is the strongest ruler type. The extra casting points and ability to cast another spell for a turn are invaluable. The dragon lord is also pretty strong and is unique and fun to play. The Champion doesn't really have anything special going for it and is the weakest ruler type. I don't see any reason to pick it other than for role-playing.
Great idea for a build. A suggestion would be have a early mid and late game options. Eg berserker for midgame. To help those get to the endgame better
thanks for the build ! Of note, you may also want to build cities and release them as a free vassals if there is a lack of free cities or once your whispering stones become available (because you have so many). If you do, place a whispering stone for a few turns before releasing the newly built city as a vassal as increased stability gives increase vassalage once released. Combined with bannerlords and the last perks of the order tree, you can spam litteraly dozens of troops very quickly and for cheap. Or even cheaper if you build massive expeditionary forces from your vassals. :)
For tip no.2, depending on the map setting (Wondrous Past trait or sometimes just big map size >9 players) and if you have DLC Empires & Ashes, ancient wonders like Vaultsphere will offer you a Forced Evolution spell as a reward. Spell, which by default costs 80/80 or 120/120 (depending on map settings), will transform a random unit (with Evolve trait ofc) in the army immediately, regardless of rank or tier or "type". A very cheap way to transform you units. Some other tips, but they are probably well known already (or should I say, more biased from my POV): - Always choose "Inspiring Leader" as a trait for your ruler and heroes, especially if you are stacking armies, regardless of unit tier. Why? You will save more gold and mana. - If possible, always choose "Military Engineering" development skill (Materium tree) - cheaper/faster outposts which you want to build preferably on gold mine (to remove upkeep) that has neighbour provinces like magic material, wonders or mana node/ruins (basically, do not choose Iron Deposit, Pastures/Oasis or anything on sea, unless you are trying to build a city from this outpost). - Even if you play military build faction, have at least one faction with relations >300 (most likely you will need a bond or another faction that likes "factions that start wars"). Why? You can buy items from them cheaper and you can sell your items to them for higher prices. - Even with still kind-of bad AI for Vassals, when you gain a Vassalage with free city, it's recommended to remove "automatic" attacks and either use them for defending themselves, clearing the infestation (you will get the rewards, don't worry) or guard one of your cities, because Vassal army counts as "Friendly army" in battles in/around your cites which they protect (and starting mid-game, Vassal armies can be powerful, i.e. around 1000 army power).
The overall strategy of frost weapons + flaming weapons + lava burst will work with any non-mythic melee unit so you can fill with bastions or berserkers if the imperium cost is too expensive.
Thanks, pretty useful. I've been wondering lately if there is reason to go for any of these holds to form something. Although it would have been more cool if you showed their ideas and even map colours maybe. Just checked, and there are formables from hold under the Command's control with some missions, mostly generic dwarven, but Verkal Dromak has something unique, I dunno if the mission tree expands since it is rather small, but yeah, it's unique xd
I know it's not the most powerful, but I really love the Reavers. Not the most common fantasy tropes, but the whole conquistador/slaver theme really makes for cool thematic civs. Maybe it's because I love chaos dwarves so much in TW warhammer.
Reavers are getting buffed in the next patch. The magelocks will be able to move and shoot on the same turn and melee units will inflict marked with their attacks, should make the magelocks feel a little more reliable.
@@Sweeka_ch Sounds good! I always felt a 2 cost single attack that is missing for some reason would fix a lot of issues with heavy hitting single shot units...
@@Tentacl Yeah I agree, there is way too much mobility in this game for 3 action point ranged units to be reliable. Shrines of Smiting in particular have been really weak for a t5 unit ever since they got nerfed to a 3 action point attack.