Master of Magic/Dwarven: Difference between revisions

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Dwarves can be extremely powerful, if played right. Although they may seem a bit limited, lacking several higher-tier buildings and most normal units, what they do have more than makes up for it. Their units are very hardy and boosted with a few spells can tear through most opposition.
Dwarves can be extremely powerful, if played right. Although they may seem a bit limited, lacking several higher-tier buildings and most normal units, what they do have more than makes up for it. Their units are very hardy and boosted with a few spells can tear through most opposition.
Your biggest problem may be gold, with slow-growing cities and no banks. Compensate with aggressive use of your military. Speed can also be an issue, but you are well positioned to boost your armies by use of your exceptionally efficient Engineers.


Consider combining with Nature magic. Smart city placement and use of the ''Transmute'' spell could net you a production center unlike any other, quickly cranking out a never-ending stream of units to crush any opposition.
Your biggest problem is map movement: all your units move 1 square per turn. You can set up full-speed production of your top-tier Hammerhands as quickly as most races can produce mid-tier units at scale, but their maintenance can become devastating if you're not careful.  Use your exceptionally efficient Engineers to help your troops move where they're needed before they empty your bank account.


== Special Rules ==
== Special Rules ==
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