


The disadvantage of leaders off is it makes it harder for weaker races (either by troop quality or starting placement in a scenario) to catch up with stronger races leaders can often act as an equalizing factor to help weaker races win a fight. Superheroes can develop, but only in the very late game and they will have less deadly special abilities, which makes them easier to take down. Leaving leaders off usually results in a slower paced, more balanced game that many find appealing.

This can lead to some annoying situations, especially if you don’t like the whole game being centered on a few units. Later on I’ll share some strategies for designing your own superhero leader, but for right now just keep in mind that if you play with leaders on, it is likely you’ll have to deal with it. This drastically changes the game, as many superheroes can wade through armies of level 1 and 2 units and sometimes higher ones. If you leave them on, you have to be prepared for the enemy having a “superhero” unit (i.e., a hero with 10 attack, 10 defense and one or more stun strikes). The option that will affect the game the most is whether you leave leaders on the map or off. Multiplayer AoW games vary widely, depending on the options. Multiplayer AoW is a lot different from single player, so the information below may not be helpful for single player games. Most of the strategies and observations are from numerous multiplayer games, a lot of them from the Starlance League. Preface: I’m leaving the AoW multiplayer scene pretty soon, so I thought I’d leave behind a little offering for newbies and anyone who’s interested. I’ve reprinted it here and have–from time to time–added my own comments and strategies. This article was originally a forum post by veteran multiplayer Jomungur. Forum Images Scenario Design Strategy Units Mods Downloads
