Dominions 3: The Awakening/Nations/Pangaea, Age of Revelry

The previously innocent woodland beings of Pangaea have begun to take up human weaponry to fight the invading civilized nations.

Overview
Pangea, Age of Revelry let you play a nation of strong, stealthy forest creatures. Your mages are strong in Nature, have little Blood and Earth skills and nothing else. Your priests are weak, but steahlty as well. All your national units can heal their own afflictions. Your Pan mages attract free Manaeds, depending on the turmoil scale. More turmoil, more Manaeds. Your national spells (spell songs) let you reanimate undead forest creatures, but none of your national mages can cast this spells (Death and Nature Pick needed, Enchantment Level 1). Your troops cost much gold but few resources (max 12), making it possible to take a Sloth scale. Your Sacred Units, the White Centaur is capital only.

Units

 * Harpy G : 7, R : 1: A flying, stealthy patroller with no protection, few hitpoints and bad attack. Use it to quell unrest and harass enemy mages when storming fortresses. A possible use would be to attack units with first strike capability like heavy cavalry, but you should have plenty of cheaper units for this purpose when playing Pangea.
 * Satyr Sneak G : 10, R : 3: Cowardly Satyrs without shield and bad protection (6). Their most nothworty detail is that the Satyr Sneaks increase unrest. Possible use would be to make a cheap bodyguard squad out of Satyr Sneaks for your Pan mages if you play with strong order scale. This squad raise the unrest level of your research province to let the Pan's attract more Manaeds.
 * But for just 4 Gold more you can get Revelers with the same effect, but the difference that Revelers are good fighters.
 * Another possible use would be to make a cheap bodyguard squad out of Satyr Sneaks for a Dryad and send her stealth-preaching into enemy lands.


 * Satyr G : 10 R : 4 (Spear, Javelin): Javelin throwers with bad morale and no shield. Use them for fire and flee tactics. The strenght of 11 make the javelins fly longer and hit harder compared with human javelin troops. If you find indy light infantry with javelins, recruit those instead if your really need javelin throwers.
 * Satyr G : 10, R : 4 (Spear, Buckler): Your cheapest unit with a shield has at least normal morale (10).
 * Satyr Warrior G : 13, R : 5: This is your standard infantry unit and it is not a bad one. The shield allow it to survive missle fire, and the spear in combination with the high strength (11) and attack (11) allow it to deal moderate damage while enjoing a good defense value (15).
 * The hitpoints are above human levels too (14 instead of 10).


 * Reveler G14 : R : 3: Stealth units should win a fight because there is often nowhere to flee after loosing a battle. Revelers can help you winning with a battle with a stealth force. No Shields means you place them best behind a squad of Satyr Warriors or other Shield troops. But once those Revelers join the Melee fighting, thei fight with spears and hoofs. And go berserk. A lovely unit.
 * Minotaur G40 : R : 7: Your standard trampling heavy infantry (size 3). Defense and Attack values are bad, but those guys trample over normal troops (size 2) and go berserk. Berserk lowers defense even more, but increase Attack, Strength and Protection. If thei manage to hit something with those big battleaxes the result is devasting (weapon damage 9, strength 16). Unfortunatly, Minotarurs tend to get swarmed after the first round of trampling. Being of big size means easy targets for enemy archers. Slowly raise a force for special purpose, like storming the gate of a fortress. Calculate losses, and employ them in big numbers only. Also don't mix Minotaurs into squads with smaller troops like Manaeds. Minotaurs do not trample over friendly troops, and are not fast enough to really outflank someone.
 * Minotaur Warrior G : 50 R : 8: 10 more gold for slighly better stats.
 * Centaur G : 30 R : 4: The only weakness of this horse-man is the high gold price. Those lovly survive incoming fire (20 hitpoints) can defend themself (14), hit something with the deadly longbows (Precision 12) and are not strong melee fighters (hoof, dagger, strength 13).
 * Place some squads with shields as arrow-catchers before your Centaurs. The low protection (3) make even enemy slingers dangerous.


 * Centaur Warrior G : 40 R : 12: Big value for a big price. Those hors-men wear shields and have almost normal protection (9). Berserk means the protection increase after being wounded, and the extreme good defense value (17) means that even after gone Berserk enemys having trouble scoring a hit. Often you will find that an enemy arrow enrage one of your Centaur Warrior into Berserk mode. He will break the formation and charge solo against the enemy hordes... and survive ! At least some time. Centaur Warriors are fast, so if you give "fire closet" orders, make sure your Centaur Warriors come in big numbers. Else, your few Centaur Warriors will charge forward, launch 2 Javelins and become swarmed by enemys. If you have few Cenataur Warriors, use them as bodyguards for your mages or give "hold and attack rearmost" orders. Centaur Warriors are your shock troop and the best answer against enemy heavy cavalry.
 * White Centaur G : 70 R : 12: Your only blessable unit is capital-only an has nearly the same stats as the centaur Warrior.