Master of Magic/High Men
High Men are a race of cultured humans with a characteristic sense of their own superiority. Their religious beliefs play a strong role in both their culture and military. They tend to disregard other creatures, relying on their own zeal and strength.
Tactical Overview[edit | edit source]
High Men are a strong race with a flexible unit and building profile. Almost all options are open. Their only real lack is that they have no normal flying unit. Consider picking magic to compensate for this.
Paladins is one of the strongest units in the game. The magic immunity saves them from many troubles (but not from crack's call, which the computer is fond of). A group of paladins can tear through many an enemy. Consider, however, that it takes a long time to tech up to them. Don't wait for the paladins to start your expansion.
Special Rules[edit | edit source]
None.
Normal Units[edit | edit source]
High Men cities can build all normal units, except Shamans.
Special Units[edit | edit source]
High Men cities can build Pikemen, Paladins and Warships.
Name | Cost | No. of figures | Upkeep | Melee Attack | Ranged Attack | Defense | Resistance | Movement | Hit Points | Specials |
---|---|---|---|---|---|---|---|---|---|---|
Pikemen | 80 | 8 | ? | 5 | - | 3 | 5 | 1 | 1 | Armor Piercing, Negate First Strike |
Paladins | 200 | 4 | ? | 6 | - | 5 | 8 | 2 | 4 | Armor Piercing, First Strike, Magic Immunity, +1 Holy Bonus |
Warship | 160 | 1 | ? | 8 | Rock 10 (unlimited) | 5 | 7 | 4 Sailing | 30 | Carries Units |
Buildings[edit | edit source]
High Men cities cannot build Fantastic Stables.