

Their units are all pretty run-of-the-mill, except the Jester perhaps who at least has an interesting ranged attack. It's not interesting to use: all you can do is raise morale and hope for the best. Meanwhile, the Halflings get luck, which is completely random. These new races are among the most interesting and fun to use in the game because of that. The White Witches counter their weakness to fire. They are also masters of synergy: their support Ice Queens rush in to freeze and disable, but the Royal Guards keep them safe. The Ice Queen lowers frost resistance and breaks guard, the White Witch uses her ranged attacks to weaken the enemy, then the Snowscaper freezes them or the Harpoon Thrower pins them down, whilst the Mammoth Riders trample the remainder. What they are is masters of crowd control, with a great variety of weakning and disabling abilities. They're not particularly fast, not particularly fragile but not particularly strong either. Unit abilities like Pounce, Guard Breaker, their Tigran's Sun Disk and their support's shapeshifting all offer some unusual tools to bring to bear as well.įrostlings rely on ice attacks as their name suggests.

Plus, on the gameplay side of things, their racial units just lack any kinds of cool abilities.Ĭompare Tigrans: Very fast, quite fragile, utilising high-risk high-reward tactics where some of their units weaken the enemy with bleeding attacks and others finish them off with their bloodthirsty ability. I don't really like the Halfling aesthetic much.
