Hey great video. I was trying out Barya for the last 50 hours. I would like to add to the discussion and theory crafting about Barya because it is such a great faction. 1st point I would like to make is that I believe that it is better to go for merchant guild rather than the foundry. First of all you can get up to +3 celestial ore from the upgrades. Those are important in order to build and recruit Baryas strongest unit - the canon. Further more you can buy yourself into having more essence which is in my opinion essential (pun intended) in order to get an edge over your opponent. Barya is squishy - therefore they need order essence to close the gap/protect the units. Order essence combos really well with destruction essence (the judgment spell). Further more chaos essence can also help close the gap and provides you with the most broken spell for Barya - Onslaught. This spell allows your canons to fire up to 4 shots in the first round and you will be merely picking off the remains of his army. So you can stack 3 incredibly important essences and make things extremely easy for yourself. Lastly towards the merchant guild it a big difference whether you attack with 5 canons or 10. I also believe that on rich maps you should ignore the mercenary camp altogether. It is because the artificers (tinkerer upgrade) is far supperior and generates a lot of very important essence. Shadows are perfect units that benefit heavily from essence shield and other various ranged damage negations. Guard is a completely dead skill on Barya. Either you destroy your enemies in (almost always) a single hit or you probably die. 2nd Point is about Wielders. If you hire Silkspool and in the very first round you put all his units into the settlement disband him and immediately hire Bighli (the best Baryan hero - because he starts with chaos magic and almost immediately can level up into destruction and order magic) you can then a few turns later hire Silkspool for free or a small fee(currently 1500). That means you get a strong hero, along with a strong starting army on turn one and are way stronger. This usually makes my start faster for about 3-4 rounds.
I'm pretty sure upgrades only persist if the research building they came from still stands. You don't lose them permanently, you just have to rebuild the same building anywhere. At least, that what the tool tip says...
Oh I never noticed they nerfed Shadows from the alpha. They used to have an ability that is the same as the creation spell "invisible". Was super OP, you could use it on turn one, then no one could target you till you attacked.
put artificer in front to put mine, then put veteran pikeneers just behind the artificer and use spearwall , at last, put veteran musketeers on reload ,anyone trys to charge towards you will face so much damage
Little note about Mehry Wondercraft: many of Barya's wielders have the possibility of getting eye for amber and other such skills in the early levels. But learning is a prerequisite for them. Mehry starting out with that skill means she's more likely to get those skills sooner.
Thank you so much for all of these videos! I am kinda struggling with the game, but I love playing it and wanna learn it. Your videos are a blessing and please keep them coming! :)
When I pick this up I feel it will be either Barya or Rana for me, as I like factions with different gameplay than the norm, but don't like undead as a rule (never used Necropolis in HOMM).
Learning on first hero and then getting the tutor is insane. I just bought 2 wielders and popped both up to 18 in a snap. It gives a lot more than like.. 10% offence start and whatever other wielders give in the beginning. The range isn't bad either. Really recommend learning + tutor at 15-18ish
When I saw them first I think they will become turtling faction like dwarves in warhammer cause of guns and artillery. But not so sure now , they look like more of a glass cannon. And what do you guys think about reloading mechanic on musketers?
It's a cool risk/reward mechanic. They deal immense damage at a distance, but you need to be careful to use them well because they cant do a thing the next turn. Pick the wrong target or shoot at the wrong time and you can find yourself overrun. Use them right and watch the enemy army crumble as their centrepoint unit gets deleted.
The sprites are absolutely gorgeous in this game and the music is stellar. Pikeneers and musketeers were my go-to for the one game I've played as them :D
Been playing on 4 Corners Skirmish and was pretty inconsistent with Arleon, especially when I ran into Barya, so I decided to try them out. THEY LAY WASTE TO EVERYTHING. I'm playing in easy mod now. Maybe I'm missing something but these guys may be a little over tuned.
Arleon: I have the power of God and Furries on my side Loth: I'm gonna bring back the good old days, by literally bringing them back Rana: FROGGE Barya: I have a gun, let me prove it
@@ivanrojt1862 They really don't, I had them reta-one shot a fully upgraded Guardian stack. Then in another game a full knight lvl 2 stack. They are just stupidly good.
I play loth and those dogs turn each of my runs a nightmare because I wanna play a melee build ans they wreck it. Those dogs I think are op. They actually withstand dmg pretty well and everything that attacks them becomes significantly weaker because of their pre retal. This way they break my hordes of undead every game.
@@skomolowski yeah I was forcing a full melee build with early oathbound and cultists transferring to b.bones late. I got wrecked like 4 different games. Dreath ate every melee before and after attacking xd And actually with my build facing 20 flamethrower in a stack early game was also a nightmare. Nothing could kill it and it halved or oneshot every stack of melee loth. I learned from thiese guides that I gotta upgrade oathbounds asap and swap cultists to banes. Instead of forcing b.bones I will mix them with senechals or rush senechals.
I was actually kinda excited to play as them once I realized they are similar to the Barbarian faction from HoMM2, but found they were kinda hard to play, but could be OP when the AI used them lol
So the wielder Rosewater, appears to not have a skill but they have 4 command vs everyone else 3. so his skill is Command actually. something youd wanna level up anyways so this will free you up to level any other utility as the game moves on. Subtle
There is no such thing as enough gun. 21:13 As for Foundry vs Merchants Guild, and their analogues in other factions i figure it's immediate benefit vs long-term benefit. The Foundry improves troops you already fielded, straight away. Guild gives you more substantial improvement(10 extra musketeers, for example, is better than 10 extra range attack) - if you can affort to top up your stacks, as well as additional income that keeps ticking every turn. Therefore - in short games, or if you are strapped for cash start with Foundry, and if you think you have some breathing room and spare cash - invest in Guild upgrades first.