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Revision as of 15:41, 5 April 2012

The Draconians are a race of humanoids related to other reptilian races, such as dragons and wyverns. They shared the wings and fiery breath of their larger cousins, but have adapted a more communal and civilized societal structure. They've adapted very well to their particular niche, utilizing the best parts of their ancestry and learning to become a formidable foe and a powerful ally.

Tactical Overview

Draconians share the tactical flexibility of Lizardmen, but without the limits in culture. They are a strong race, having unit strong in both ranged and close combat. However, their settlers do not share the flying ability, somewhat limiting their ability to fast expand across oceans.

Their lack of a Miner's Guild may slightly reduce their production capabilities, but this is a minor issue. Overall, the Draconians are strong, flexible and extremely dangerous.

Special Rules

All units have +1 defense and +2 resistance. All units except settlers can fly. All non-ranged units have Breath 1.

Catapults cost normal. Bowmen, Shamans and Magicians cost 50% extra. All other normal units cost 250% of normal.

Draconians can only be selected as a starting race if your Wizard has the Myrran ability.

Normal Units

Draconian cities can build Spearmen, Swordsmen, Halberdiers, Bowmen, Shamans and Magicians.

They cannot build Engineers, Cavalry, Priests, Catapults and Galleys.

Special Units

Draconian cities can build Air Ships and Doom Drakes.

Name Cost No. of figures Upkeep Melee Attack Ranged Attack Defense Resistance Movement Hit Points Specials
Air Ship 200 1 4+F 5 Rock 8 (10 ammo) 5 8 4 Flying 20 Carries 2 Units
Doom Drakes 160 2 4+F 8 - 3 9 3 Flying 10 Breath 6

Buildings

Draconian cities cannot build Animist's Guild and Miner's Guild.