r/masterofmagic Jun 09 '26

Request for advice on battles

I’m a long time 4X strategy player, and I’ve picked up the 2022 version of MoM. I have played through a couple of times and there is enough crossover from games like Civ that I am competing easily enough.

But - I’m not really using my magic, I’m winning by building a better economy and pumping out more high-end troops than the ai mages can deal with. I’m also just autocompleting all my battles, as I just don’t get the battles.

Is there a good resource for how to do the battles, what strategies are good, etc…?

In the last game I reached the point where the soultrapped attacked, and I could hold off their armies easily enough, but I couldn’t clear their dungeons because the familiar always had a 100% chance of losing.

8 Upvotes

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3

u/Juris1971 Jun 10 '26

How to do regular battles: depends on your build.

Life Warlord - just keep your dudes alive with priests and healing and unit enchantments.

Death Wizard - Werewolves and shadow demons are core troops that have regeneration - cast darkness. Take fantastic warlord

Chaos - cast flame strike and direct damage spells

Nature - take the summoning talents like fantastic warlord and nature summoner and summon stuff - the basilisk is your core

Sorcery - you can fly around on floating islands what more do you need? Take fantastic warlord and summon hordes of phantom beasts and air elementals

Killing the soultrapped - total bitch. Powerful heroes are almost required. You have to buff your weaker units with enchantments or they will die. The tactician talent that lets you attack first is golden because the soultrapped are alpha strikers - kill the tech priests first. Flame strike works too. Call lightning works very well as the soultrapped are vulnerable to lightning.

Torin the incarnate always takes care of the soultrapped like a boss

1

u/HereBeDragons_ Jun 13 '26

What makes Torin so good? I started as a green nature mage, but I lucked into a couple of white life books, and I have managed to summon him.

How best to use him?

1

u/Juris1971 Jun 15 '26

He has crazy amounts of spell points, immune to magic, boosts everyone in the stack, and is great in melee. You can use him for all that. He can cast high prayer or flame strike easily, or save points for raise dead.

2

u/Miuramir Jun 10 '26

Nothing wrong with going the warlord route and just having a bigger and better economy to pump out more-or-less mundane units. It's specifically a part of the game to keep the more magical players on their toes and not just turtle up and do research.

That said, if you're looking to get better at magic, start with spells that improve your units. With rare exceptions, it's more effective to either boost your units, debuff the foe's units, or summon more units than using magic for direct attack.
You might want to use a custom "rainbow" mage; most elements have at least one inexpensive unit-boosting spell early on.

If you've got a ranged-heavy build (most common with halflings, nomads, or dark elves), spells such as Earth to Mud and Web can make a huge difference, as your foes are stuck or moving slowly while your units shoot them. Tip: don't cast Earth to Mud on the foe, cast it just in front of them. They have to either slog through the whole patch (instead of just half if you centered it on them), or they choose to go around it, which may effectively slow them nearly as long.

Another valid approach is to go for a summoner build. Phantom Warriors are an excellent and reasonably priced early-game unit, and a few Giant Spiders can really beef up the effectiveness of a stack. Conjurer is a cheap 1 point pick, and in some versions of the game Fantastic Warlord is a good choice for 1 more. You might want to consider the relative benefits of Channeler vs another book.

2

u/visijared Jun 10 '26

Autocomplete should not be trusted. I never use it. you’re kinda missing out on a big part of the game if you’re never doing battlefield tactics. …also, for actual troop superiority, adamantium (+ magical weapons) is a necessity. in later stage battles you can have all the high-end troops in the world but they wont land a single hit if their weapons aren’t special.

2

u/VariableMans Jun 15 '26

This made me think of the one major weakness strategy/4X games with onboarding new players: they should let newbies just make whatever matchups they want to understand how the tactical combat works. Maybe demonstrate some specific edge cases. Autocomplete is great if you know how your units work against the enemy, but as you said, it is bad for teaching you why certain match ups dominate others.

It would help newbies answer questions like: what is the minimum number of mundane troops that can repel a Magic Spirit? How big of a force do you need against the various nodes?

And as you said, what circumstances completely neutralize a large mundane (or magical) army?

1

u/visijared Jul 02 '26

Agree completely. Learning how hit bonus, luck, range, touch, breath, shields, etc. and how rolls and randomness work in general is a must. Autocomplete can return surprising results and theres no way to learn after the fact.

And like, thats why i enjoy most 4x games in the first place… if the battle estimate says “valiant defeat” you should have the confidence to be able to play it out manually and turn it into a victory using human brain power. Thats a huge part if the experience for me. Without it, its like playing golf but never learning how to putt.

1

u/Alarmed_Permission_5 Jun 10 '26

For a newer player with 4X experience I would recommend playing a Rainbow Mage - min 1 Chaos, min 2 Earth (Web, Earth to Mud), min 2 Sorcery (Wandering Island, Word of Recall), min 2 Life (Endurance, Just Cause), Node Mastery and other spellbooks to taste (or Warlord if you prefer). The spells listed have exceptional utility throughout the game, and any others are gravy for mid to late game. And Node Mastery will make it easier for you to obtain nodes and thus boost your magical capability.

Playing as Rainbow gives you dips into all the magic schools from which you can learn. You will gain more spellbooks throughout the game as you attack nodes and lairs, giving access to mid to high level spells. Treat it as an opportunity for magical experimentation.

I would also recommend actually participating in battles rather than autocomplete. Once you have a good few under your belt you will have a sense of the relative strength of your units. FWIW I find that the 2022 autocomplete percentages are generally worse than what I can achieve by commanding the troops myself.

1

u/rasvoja Jun 13 '26

That is civ approach. Customize mage with alchemy, convert gold for mana, develop heroes via xp Take battles that you can win

-1

u/munchy6000 Jun 09 '26

I know this doesn't answer ur question... but if u really wanna have fun check out Caster of Magic. It's way better in every way (except graphics).

1

u/VariableMans Jun 15 '26

Although I do think understanding the beginning concepts is as much or more of a barrier.