

Archdruids also have improved city growth through their Fertile Domain spell. And of course, as usual, the draconian racial trait of Fast Healing helps a lot in the early expansion phase. Being able to reliably damage Shadow Stalkers is definitely worth bringing a few of these along. This is significant because there are many, many things that'll resist Blight damage in part or entirely, but not nearly as many with resistance to fire. High Elves also benefit from the Wild Growth spell which produces their favored terrain type anywhere you want.ģ.) Draconian shamans use firebolts instead of poison. If you're a High Elf Archdruid, mass Hunters are a good early option and will still earn their keep later on. This makes them a very attractive alternative for the already potent Longbowmen, being tougher, more mobile and even slightly cheaper than the racial unit. At best you can take and burn a city in the back before they know what happened.Ģ.) High Elf hunters have Longbows instead of the regular bows. At the very least, you'll force your opponent to redeploy against surprise raids, weakening their frontline. Small groups of human hunters are quick and cheap to recruit and can strike at undefended hinterlands from unexpected directions. The latter can be extremely valuable in mulitplayer. Anything that gets netted will take automatic flanking attacks, which kills even the toughest T4 very very quickly. The former is nice when it works since it gives you a chance to completely neutralize even the nastiest of enemy units, particularly when you're engaged and can't use your shooting attack. Three races, however, stand out for class unit synergy.ġ.) Human hunters gain Throw Net and Water Concealment. With no obvious glaring weaknesses, you can pick what you like. As a druid you'll have significant ranged firepower from your hunters and shamans and good melee from your summoned animals.
