Originally Posted by
Persain
-elf mystics is obvious. if you want magic dominance u need this.
-avians slef burn out, if u want the avain to not be a toss away race/mix it has to go clearic.
-Undead goes tact because its a space saving building and it gives you an attacker that can run a/m
-Orc is the same concept as undead, you now have an attacker athat goes a/t. You want the max mod off on your orc because +gains AND +generals =great at chaining/suriving at the bottom. (if your orc runs tact he burn his leets out to quickly
-dwarf. this is my throw away race. war hero is just useless and dwarf is nearly the same. the only advantage they have is a full building swap mid war and speed training allows for you to conceputally build 35% forts+train lots of def in a very short time and get a half unbrekable built. i say conceptually becuase in pratice a good kd wont let u do this.
-feary - a feary doesnt have enough of a tpa/wpa boost to compete with halfer/elf. So here we set it up to hurt attackers. rogue lets it prop anyone who grows, toss in a ****ty wpa and now it can run good def/tpa and use its mana to do things like fake gold/greed/vermin/drought or ToG.
-halfer. your real bank. A well run halfer will be safe to everyone but pumped elfs. you use this guy to tutrle, grow pump tpa to be safe from rogues and go unbreakable hitter. as he grows he hopefully has stored up credits and can go boom 5k specs trainied.
-human. Ideally if u get enough science u can tank elf/halfer/feary ops. add in a saphire dragon and he may just become your best prov. even if u have crap science he can be a decent pure attacker.
@ noobium your choice are very good and if you have better players that setup will beat the other ones people list. i just question sustainability over say 8-9-10 days compared to what i listed