Warlords 2 for Macintosh

General hints

  • When you're just starting out in your capitol, produce armies that are relatively quick to arrive so as to expand your territory. Don't waste your time with armies that take three or four turns to produce, you can always produce them later. Expansion is key at the outset.
  • Any Warlord with hopes of ruling the world must take risks. One of the biggest risks is to order a hero to search a ruin by himself or with just an army or two. It is extremely important to search ruins at the beginning of a campaign, since it is to your advantage to find as many artefacts as possible. Failure to search ruins will most likely spell doom.
  • Don't group too many armies in one stack, otherwise you'll be wasting your bonuses. Remember that bonuses due to special armies are not repeated. If you have two dragons in your stack, the stack bonus is +2 and not +4. With this in mind, create stacks with special armies that apply the maximum number of bonuses and fill the rest with 'normal' troops.
  • Visit a temple as soon as you can and ask for a quest. A completed quest at the beginning could very well end up in a reward of five archons!
  • Don't undererstimate the vectoring capabilities. When used correctly, they are very powerful. Use this vectoring system to get troops to strategic points on the map. This is especially useful when used in conjunction with a hero's standard.
  • When using the hidden map feature, one of the quickest way to uncover large areas of the maps is to produce scouts or - even better - bats. They are quickly produced and they have a large movement allowance. In addition, bats allow exploration over water and mountains.

The Odds of Victory: A Table for One-on-One Combat
Ever wondered what your chances in battle are? This table shows percent chance that 1 attacker kills 1 defender

------------------------------------------------------------------------
Def. | Attacker Strengths -->
Str. |  1    2    3    4    5    6    7    8    9   10   11  12  13  14 
-----|------------------------------------------------------------------
 1   | 50.  76.  87.  92.  95.  97.  98.  98.  99.  99. 100 100 100 100  
 2   | 24.  50.  67.  77.  84.  89.  92.  94.  96.  97.  98  99  99  99
 3   | 13.  33.  50.  63.  72.  79.  85.  89.  92.  94.  96  97  98  99
 4   | 8.0  23.  37.  50.  61.  69.  76.  82.  86.  90.  92  94  96  97
 5   | 5.1  16.  28.  39.  50.  59.  67.  74.  80.  84.  88  91  94  96
 6   | 3.3  11.  21.  31.  41.  50.  58.  66.  73.  78.  83  87  91  94
 7   | 2.2  7.7  15.  24.  33.  42.  50.  58.  65.  72.  78  83  87  91
 8   | 1.5  5.5  11.  18.  26.  34.  42.  50.  58.  65.  71  77  83  87
 9   | 1.1  3.9  8.3  14.  20.  27.  35.  42.  50.  57.  65  71  78  83
10   | 0.7  2.8  6.1  10.  16.  22.  28.  35.  43.  50.  57  65  72  78
11   | 0.5  2.0  4.4  7.7  12.  17.  22.  29.  35.  43.  50  58  65  73
12   | 0.3  1.4  3.1  5.5  8.7  13.  17.  23.  29.  35.  42  50  58  66
13   | 0.2  0.9  2.1  3.9  6.2  9.2  13.  17.  22.  28.  35  42  50  58
14   | 0.1  0.6  1.4  2.6  4.3  6.5  9.2  13.  17.  22.  27  34  42  50
15   | 0.1  0.4  0.9  1.7  2.8  4.3  6.2  8.7  12.  16.  20  26  33  41
------------------------------------------------------------------------
(Note - all values were rounded off to 2 digits. 100% is really >99.5%)
From the table above, one can observe a few things. Define A = strength of attacker, D = strength of defender.
  • Obviously if A = D the odds are 50%.
  • If A > D + 7, odds of victory are > 90% for attacker.
  • If A > D + 3, odds of victory are > 70% for attacker.
  • If D > A + 3, odds of victory are < 30% for attacker.
  • If D > A + 7, odds of victory are < 10% for attacker.

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