The 2 problems compound each other unfortunately, making this combo very vulnerable to bad moves or bad luck until the first Robots come out. Dreadnoughts start slowly, and Halfling starting units are super weak between lack of happiness bonuses and easily oneshotted Jesters being the only source of elemental damage. That said, neither covers for one particular weakness of the other. And once Eagles get Very Lucky, they provide an airforce with the mobility that machines lack. Halflings also have Ponyriders as dirt cheap early counters to Storm Sisters or Sorcerers. The Robots feed the Engineers turn one, boosting hitpoints/happiness and thus survivability in turn to repair the Robots, and also rapidly leveling themselves to Fireworks. 3 Robots plus 3 Engineers makes a cheap and deadly stack available relatively fast. Halfling in turn solves Dread's problem with healing through the Robot/Halfling Engineer interaction. You get perfectly happy cities and armies roaming the underground or tundra without needing Elemental terraforming spells. Machines lack Halfling allergy to melee, and Suppress Nature completely negates their hatred of most climates. ![]() Halfling and Dread cover for each other's weaknesses very well. I do really like Expander for Dread though, as fast Builders are very helpful on top of all the little economy bonuses. Cannon and Flametanks already do full damage at range, and the former already penetrates obstacles. Only muskets really benefit, and minimally compared to 3 shot multichannel units. Maybe I'll give the Gray Guard thing another try it's weird flip-flopping in order to remain neutral, but it has its advantages.Dread has an effectively infinite mana sink for the early and midgames in manacells, so getting a summon is purely up to taste. Aesthetically I like the water element, but I've been disappointed with the spell choices it brings, so I've moved away from that. I almost always choose Explorer or Expander, and I don't like settling for being an adept at anything if I can have mastery instead. Right now I'm playing as a creation master (which clashes with my Rogue class), just because I haven't tried it before. I'm all over the place when it comes to specializations. Odds are I'll eventually land on either Warlord or Sorcerer. I recently had a great game as a Theocrat, though, and I tend to automatically drift toward good anyway, so maybe that will end up being my favorite class after all (I don't like the fact that the Shrine of Smiting is a machine, though also, there's way too much Judeo-Christian imagery in the Theocrat class for my liking). Theocrat, Rogue, and Necromancer all seem to be kinda tricky to play and thematically they seem to each go with a particular alignment (Theocrat with good, Rogue and Necromancer with evil), which seems restrictive to me. I can probably rule out the Dreadnought and Archdruid, because I don't like machines or wild animals that much. I'd been teetering between Sorcerer and Warlord, but right now I'm trying a Rogue game again. I know flying units rule, but I only like dealing with small numbers of them, at least until later in the game. And I'd like to explore what can be done with a navy on an islands map (I get the impression navies are only marginally useful, but we'll see). Thematically it seems like kind of a boring choice, but I really like the cavalry orientation-the extra mobility and charge bonus. Lately I'm gravitating toward the humans. I've put about 800 hours into it, but I'm still trying things out and getting a feel for all that's in it. I've only been playing AoW3 since last September.
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