So I started playing online this past Arena season so I got used to the factions with their landscapes. Now that they dont have them, I wanted to know how does that change the factions value.
Landscape rules
https://download.svet-deskovych-her.cz/ ... E_V101.pdf
Better
Darklings - Better, their landscape is terrible
Nomads - Better, I never used this one very effectively
Witches - Better , this was to me the worst one in the game (worse than darklings due to being harder to place)
Chaos Magicians - Better, this one was rarely placed and even more rarely useful
Neutral
Halflings - Could be good sometimes, but situational, not a big loss.
Mermaids - Was interesting but not a huge loss
Engineers - I actually really liked their landscape, was tricky but made for some cool towns and helped with building bridges for stronghold scoring, but probably just neutral on the loss
Dwarves - I dont really know, I never really used it but seems neutral here.
Cultists - This one seemed useless to me at first but can actually be pretty helpful, but on balance I think it is even for them.
Bad
Fakirs - This seems crushing to the fakirs, their landscape really shored up problems for them.
Auren - While this only would usually give about 8 points usually, that was a big help and made them much better, without it I would almost always prefer to be Witches.
Alchemists - This really helped the SH opening as it alleviated the need for 2 priests, with out it I feel like you need to open with a temple
Giants - A lot of times this was just 6 victory points but that 6 was pretty useful and sometimes it helped get all the way down to just 2 workers per double dig.
Swarmlings - I think this makes them worse, possibly just worse for me as I do not know how to play them without their landscape
What do you think, I have never really played without them so I could be way off? Where am I wrong and what would you move up and down? Was the dwarves one actually good and I never knew it?
Landscape rules
https://download.svet-deskovych-her.cz/ ... E_V101.pdf
Better
Darklings - Better, their landscape is terrible
Nomads - Better, I never used this one very effectively
Witches - Better , this was to me the worst one in the game (worse than darklings due to being harder to place)
Chaos Magicians - Better, this one was rarely placed and even more rarely useful
Neutral
Halflings - Could be good sometimes, but situational, not a big loss.
Mermaids - Was interesting but not a huge loss
Engineers - I actually really liked their landscape, was tricky but made for some cool towns and helped with building bridges for stronghold scoring, but probably just neutral on the loss
Dwarves - I dont really know, I never really used it but seems neutral here.
Cultists - This one seemed useless to me at first but can actually be pretty helpful, but on balance I think it is even for them.
Bad
Fakirs - This seems crushing to the fakirs, their landscape really shored up problems for them.
Auren - While this only would usually give about 8 points usually, that was a big help and made them much better, without it I would almost always prefer to be Witches.
Alchemists - This really helped the SH opening as it alleviated the need for 2 priests, with out it I feel like you need to open with a temple
Giants - A lot of times this was just 6 victory points but that 6 was pretty useful and sometimes it helped get all the way down to just 2 workers per double dig.
Swarmlings - I think this makes them worse, possibly just worse for me as I do not know how to play them without their landscape
What do you think, I have never really played without them so I could be way off? Where am I wrong and what would you move up and down? Was the dwarves one actually good and I never knew it?