Gameplay Strategies
Draco's Guide to Playing the Frostlings
The Frostlings are one of the most versatile races in Age of Wonders and--if
played smartly--can dominate on nearly any map, in any situation. This
article will take a critical look at some of their units and examine game
winning strategies. Drop me a line if you have any comments, corrections or
strategies of your own to share. If you would like to submit a gameplay
article to AOW Heaven, please send it in!
~ Angel Draco ~
Initial Comments
Some have argued that the Frostlings are not a good beginner race, but I
think that their wide variety of units makes them an excellent race for
beginners for the player won't be restricted to a few strategies. The
Frostlings are an excellent race for the veteran player who understands the
nuances of Age of Wonders and can exploit all of the advantages the
Frostlings offer.
Diplomacy
The single-greatest advantage of the Frostlings is their
Neutrality. It is nearly impossible to win a game of AOW using the units of
only a single race. Any veteran will tell you the key to wining is by
effective use of "combined arms," using the best units of several races to
keep your opponent on their toes. The Frostlings are a neutral race, which
means you can choose which end of the spectrum to ally yourself with (good or
evil), depending on whichever favors you better strategically. Depending on
the map you can increase your relations (for example) with the Orcs and
Undead, or the Highmen and Dwarves. Your enemy will really be surprised
when you arrive at his city's gates with a stack of Yetis, Warlords and
Demons.
Units
One of the best advantages of the Frostlings is that they are the only race
that employs every one of the mobility enhancing abilities (i.e., Forestry,
Water Walking, and Mountaineering ability). With two swimming units, a
forestry unit, a mountaineering unit and two of the best flying units in the
game, the Frostlings do not need to be wary of unfriendly terrain. Lets
take a closer look at some of their units:
Level 1 Units
Swordsman & Archer
Your average swordsman and archer, but each with the Cold
Protection ability. The archer gains the Marksmanship I and II abilities at
silver and gold medal.
Dire Penguin
No other race, besides the Lizardmen, has a level 1 swimming unit. You can
capture water nodes, or place them in water spots within your opponent's
territory to spy on them and they can't be touched except by flying units,
which the enemy probably wont have until Turn 15 or 20. The Penguin is
also an excellent scout for reaching distant cities. You can buy those
cities and set up a forward base, possibly even behind your enemy's main
territory so you can hit them from two sides. The Dire Penguin is also
immune to the "seduce" ability.
Level 2 Units
Wolfrider
Your average Level 2 cavalry, with the exception of having the Forestry
ability. This make them perfect for chasing down stray Elven
archers! Send them out in groups of 4 as strike teams.
Shaman
The Frostling Shaman is far superior to the average cleric or priest-like
unit. Frost bolts totally rock! The ability to freeze a 3rd or 4th level unit
(even heroes) is essentially signing that units death warrant. If
you have the cash, I would build Shamans instead of archers as light
defenders for a city, because they can also engage in melee with a magic
strike attack. Healing+Magic Strike+Frost Bolts = one awesome unit!
Shamans gain the Turn Undead II & III, and Dispel Magic II & III at
the silver and gold levels.
Level 3 Units
Here is where the Frostlings really shine. Name another race where ALL of the
Level 3 units rock. Lets just take a quick look at a few. Highmen Avengers
aren't very useful; Orc Doombats have a horrible movement rate; and the Elven
Ranger is as fragile as glass! The diversity and strategic value of
the Frostlings really comes into play when the Level 3 units enter the
game.
Yeti
At 95 gold, the Yeti is an awesome melee unit and walking battering
ram with lots of bang-for-your-buck: it has great stats, Cold Strike
ability (this is nearly as deadly as Entanglement Strike),
Mountaineering, and Wall Crushing. Wall crushing, while not as good as the
hurl bolder ability of Dwarven Giants, is still a great ability and means you
dont have to drag around a catapult or ram. Plus, the
Yetis Cold Strike ability means that it can go toe-to-toe with the
strongest melee units like Warlords and Titans.
Nordic Glow
If you've never built this unit, you don't know what you're missing. Flight,
physical protection, great movement rate, and more immunities than you can
shake a stick at makes the Nordic Glow one of the best Level 3 flying units
in the game. This unit is perfect for spying, but it really shows its worth
by "setting off" the enemy's alters. With its immunities, it won't be harmed
and now you can march right on into the enemy's territory. The Nordic Glow is
immune to fire, cold and poison. It has magic strike so it can take out
Wraiths, Incarnates and Air Elementals, and also has physical protection so
it can really take a beating. Send them out in groups of two and you can
easily capture lightly defended cities.
Frost Queen
Again, if you've never used one, you don't know what you're missing.
Lakes and rivers are no longer the safe border your enemy thought they were.
March your forces all over you the map and catch your opponent off guard.
Also, you can block enemy ships with ice. That irritates them off to NO
END! She also has the Frost Bolt and Cold Strike ability, but don't
send her up against any tough units; let her stay in the back tossing Frost
Bolts at the enemy. Queens also have the Path of Frost ability, which
not only allows them to be concealed, but Frostling units gain a moral bonus
when theyre on snow-covered ground. If youre crossing a large
body of water, its a good idea to bring a second frost queen along with
you that lags behind the main group. If she happens to get killed in the
fighting, you might find your units stranded!
Level 4 Unit
Frost Drake
Any type of flying dragon unit with a breath weapon is dangerous, and the
Frost Drake's Cold Breath makes it even more deadly. Better, than a
black dragon, though not as tough as a red, the Frost Drake is still
dangerous. It has lots of HP, a lower defense than a red dragon, but a higher
attack (7 compared to 5). Plus, its frost breath freezes enemies for 3
rounds, similar to the Cold Strike ability. Combine the Frost Drake
with a few Nordic Glows for a quick strike team, or us it to back up an army
of Yetis.
Conclusion
The Verdict? A race that can traverse water, land, mountains and air. A race
that can beat down the gates of walled cities or simply fly over them. A race
that can, essentially, dominate in any environment. Not to mention that it's
Neutrality gives it a lot of versatility in allying with other races. You can
choose to buddy-up with either the good or evil races, depending on whichever
favors you better strategically. Good luck!
