Master of Magic/Draconian: Difference between revisions

Jump to navigation Jump to search
m
cleanup
(New page)
 
m (cleanup)
Line 5: Line 5:
== Tactical Overview==
== 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.<br>
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.  
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 ==
== Special Rules ==


All units have +1 defense and +2 resistance. All units except settlers can fly. All non-ranged units have Breath 1.<br>
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.<br>
 
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.
Draconians can only be selected as a starting race if your Wizard has the ''Myrran'' ability.


== Normal Units ==
== Normal Units ==


Draconian cities can build Spearmen, Swordsmen, Halberdiers, Bowmen, Shamans and Magicians.<br>
Draconian cities can build Spearmen, Swordsmen, Halberdiers, Bowmen, Shamans and Magicians.
 
They cannot build Engineers, Cavalry, Priests, Catapults and Galleys.
They cannot build Engineers, Cavalry, Priests, Catapults and Galleys.


Line 23: Line 27:
Draconian cities can build Air Ships and Doom Drakes.
Draconian cities can build Air Ships and Doom Drakes.


{| {{Special Units}}
{| {{prettytable}}
|-
! Name
| Name
! Cost
| Cost
! No. of figures
| No. of figures
! Upkeep
| Upkeep
! Melee Attack
| Melee Attack
! Ranged Attack
| Ranged Attack
! Defense
| Defense
! Resistance
| Resistance
! Movement
| Movement
! Hit Points
| Hit Points
! Specials
| Specials
|-
|-
| Air Ship
| Air Ship

Navigation menu