The funny thing about this game is that its been around for so long, but I still feel like there is a poor understanding of the fundamentals of the game. I think in part this is because it doesn't follow the intuitive basics of many 4X games. The reason for that is because in MoM conquest is king, making unit acquisition actually the key to economic development, as opposed to core economic traits. In games like Civilization, or even MoO, economic traits lead to superior economic development, which can lead to military advantages. In MoM, however, that is turned on its head, where military advantages lead to economic gains. So while in most 4X games its all about economy first, in MoM its all about military first. And IMO, this is what makes MoM so fun, because fighting and conquest is fun.
So, what is the key to success in MoM? Fielding a death stack ASAP, or at the very least, being able to take neutral encounters/towns ASAP.
How do you do that? You need to be able to acquire useful units as quickly as possible. How do you get units in MoM? There are three ways:
1) You can build Normal units in your towns.
2) You can summon Fantastic units.
3) You can hire heroes and Normal units.
Building Normal units is the most obvious and direct way to acquire units, and its what most people rely heavily on. The problem with building units, however, is that this is extremely costly early on and slows down your economic development. So relying on building Normal units is the slowest possible way to field an army in MoM. I think the biggest flaw in many people's approach to the game is relying far too heavily on building units.
So we come to #2, summoning units. This is by far the fastest and most direct way to build your army. This, then, makes Conjuration the overall best retort in the game and strategies that revolve around early conjuration as the core most fundamentally viable strategies. That doesn't mean Conjuration strats are necessarily the absolute most powerful, but in general terms, Conjuration is a fundamentally sound strategy.
I personally don't like 11 book strategies at all, and never play with 11 books, as I view that as pretty much broken and ruins the game. Yes, obviously 11 books is always the most powerful strat, and of course 11 books relies on summoning. But, barring 11 books, summoning is still the way to go. With the elemental schools, Chaos, Sorcery and Nature, the best approach is Conjuration + X Mastery and 9 books. This will give you the cheapest possible summoned units, allowing you to summon a death stack quickly to begin taking towns and nodes ASAP, while your capital focuses on economic development and building toward the ability to produce your best possible Normal units ASAP. Sorcery is a little different, you don't need a death stack with Sorcery because you can summon so many units during battle, so with Sorcery you can start conquest with as little as a single unit of Nagas, or even just a Magic Spirit. Yes, Nagas are worth it with this setup.
As for Death, with Death all you need is just Conjuration and 10 books. Focus on taking neutral towns with Ghouls and Sorcery nodes with Skeletons. Throws masses of waves of Skeletons at Sorcery nodes until you take them. The power they provide can be vital.
With Life, however, while you can use Guardian Spirits, they really aren't good enough to use a Conjuration based strategy with, so I'd say Life is the only school for which early summoning is not a key to success.
You still want to rely heavily on summoned units into the Uncommon level of spells. Getting your powerful Uncommon Summon ASAP can be the key to the mid-game in any Conjuration strategy.
The key to all of this is that you are able to field armies early in the game without having to build any units in your towns. This allows you to focus on economic development in your towns and getting your town to the point where they can build powerful Normal units as fast as possible. The other great thing about Conjuration is that you can move your summoning circle, so that you can produce your most powerful early units in any town you want, you don't need to wait on those towns to develop economically.
But now for hiring. This is the other key way to acquire units without building them. The most commonly hired units are Heroes, but you can hire any type of Normal unit as a Mercenary. People really overlook this a lot IMO. The Retorts that boost hiring are Famous and Charismatic. Whether Charismatic is really worth it is a matter of debate, but it can be. Another complement to Famous is Warlord, which also affects your hired units, as well as your Normal units. With this strategy, you can want to skip building Normal units early on and rely instead of hiring units. This can be tricky because it is much more up to chance than summoning. However, there can be big payoffs as well. Its a sort of higher risk, higher potential reward type approach. I've had Famous games where I quickly acquired powerful heroes like Fang, Morgana, Shin-Bo, and Shalla, leading to rapid facerolls, and games using Famous where I didn't get a single hero or mercenary offer until way late in the game. Yes, being Famous usually works out, but its not a sure thing. Famous + Charismatic can be very powerful, especially as you start getting good offers of gear to go along with your heroes. Even getting early offers of Normal units like Doom Drakes, Trolls of any kind, Nightmares, etc. can also be game changers and offer the opportunity to take an enemy capital quickly.
The key here is recognizing Famous as an economic tool. Try to rely on it as a means of acquiring units instead of building units and to develop your strategy around this perspective. You need to generate gold, keep gold stockpiles on hand, and focus on economic development and not be tempted to build units. Focus on raising your Fame as much as you can as fast as you can. Here, of course, Life magic shines, making Life the best school to complement this strategy. Of course, Sorcery is also good, and a mix of both Life and Sorcery and work very will with Fame based strategies. With this, its all about getting your Fame to 40+ ASAP and keeping it there.
Now, of course, there are still viable strategies that rely on early unit building and of course there is Artificier + Runemage, which is its own separate thing. Artificier + Runemage is sort of like a mix between a Famous Strategy and a Conjuration strategy, without using either of those retorts. It works best when you take 2 Chaos books and make use of Hell Hounds early on, while you wait for heroes that can make use of your Artifacts. Again, the key is not building units, but rather developing economically while you rely on summoned and hired units.
Then we have the cases of strats that do rely on early build Normal units. IMO, these are the most challenging strats to pull off. The best for this is of course Life, using races like Barbarians, Halflings, Darconians, or Nomads. For this you obviously want Warlord and possibly also Archmage and/or Alchemy.
Here you want to go for something like a few Barbarian Cavalry and focus on buffing the heck out of them. You'll need to be able to put Heroism, Endurance, Holy Weapon, etc. on them.
A start with something like 2 Cavalry and 1 Hero can work and you can often take capitals early with as few as 3 Barbarian Cavalry that are heavily buffed. Nomads can also work really well, though they are riskier than Barbarians. But still, you can start with Horsebowmen, work up to Rangers, defend with some Pikemen, and then when you get Griffins you are set. But the key will be the Horsebowmen rush, which isn't as good as Barb Cavalry, but is still decent and can be worth it for the Ranger + Griffin payoff. Again, the key here is that if you are going to use Normal units, you need to rush to some moderately powerful early Normal unit and then rely on buffing the heck out of them, to make use of your magic. Allow your magic to provide value instead of relying on building out a lot of Normal units, which delays your economic development.
So the real key to all of this is, developing strategies around fielding stacks capable of acquiring resources as early as possible in the game, while not slowing down your economic development. They key to this is being able to acquire units without having to build them in your towns at all. Conjuring and hiring are the keys. If you are going to rely on built units, at least use magic that can make just a few built units as powerful as possible.
So, what is the key to success in MoM? Fielding a death stack ASAP, or at the very least, being able to take neutral encounters/towns ASAP.
How do you do that? You need to be able to acquire useful units as quickly as possible. How do you get units in MoM? There are three ways:
1) You can build Normal units in your towns.
2) You can summon Fantastic units.
3) You can hire heroes and Normal units.
Building Normal units is the most obvious and direct way to acquire units, and its what most people rely heavily on. The problem with building units, however, is that this is extremely costly early on and slows down your economic development. So relying on building Normal units is the slowest possible way to field an army in MoM. I think the biggest flaw in many people's approach to the game is relying far too heavily on building units.
So we come to #2, summoning units. This is by far the fastest and most direct way to build your army. This, then, makes Conjuration the overall best retort in the game and strategies that revolve around early conjuration as the core most fundamentally viable strategies. That doesn't mean Conjuration strats are necessarily the absolute most powerful, but in general terms, Conjuration is a fundamentally sound strategy.
I personally don't like 11 book strategies at all, and never play with 11 books, as I view that as pretty much broken and ruins the game. Yes, obviously 11 books is always the most powerful strat, and of course 11 books relies on summoning. But, barring 11 books, summoning is still the way to go. With the elemental schools, Chaos, Sorcery and Nature, the best approach is Conjuration + X Mastery and 9 books. This will give you the cheapest possible summoned units, allowing you to summon a death stack quickly to begin taking towns and nodes ASAP, while your capital focuses on economic development and building toward the ability to produce your best possible Normal units ASAP. Sorcery is a little different, you don't need a death stack with Sorcery because you can summon so many units during battle, so with Sorcery you can start conquest with as little as a single unit of Nagas, or even just a Magic Spirit. Yes, Nagas are worth it with this setup.
As for Death, with Death all you need is just Conjuration and 10 books. Focus on taking neutral towns with Ghouls and Sorcery nodes with Skeletons. Throws masses of waves of Skeletons at Sorcery nodes until you take them. The power they provide can be vital.
With Life, however, while you can use Guardian Spirits, they really aren't good enough to use a Conjuration based strategy with, so I'd say Life is the only school for which early summoning is not a key to success.
You still want to rely heavily on summoned units into the Uncommon level of spells. Getting your powerful Uncommon Summon ASAP can be the key to the mid-game in any Conjuration strategy.
The key to all of this is that you are able to field armies early in the game without having to build any units in your towns. This allows you to focus on economic development in your towns and getting your town to the point where they can build powerful Normal units as fast as possible. The other great thing about Conjuration is that you can move your summoning circle, so that you can produce your most powerful early units in any town you want, you don't need to wait on those towns to develop economically.
But now for hiring. This is the other key way to acquire units without building them. The most commonly hired units are Heroes, but you can hire any type of Normal unit as a Mercenary. People really overlook this a lot IMO. The Retorts that boost hiring are Famous and Charismatic. Whether Charismatic is really worth it is a matter of debate, but it can be. Another complement to Famous is Warlord, which also affects your hired units, as well as your Normal units. With this strategy, you can want to skip building Normal units early on and rely instead of hiring units. This can be tricky because it is much more up to chance than summoning. However, there can be big payoffs as well. Its a sort of higher risk, higher potential reward type approach. I've had Famous games where I quickly acquired powerful heroes like Fang, Morgana, Shin-Bo, and Shalla, leading to rapid facerolls, and games using Famous where I didn't get a single hero or mercenary offer until way late in the game. Yes, being Famous usually works out, but its not a sure thing. Famous + Charismatic can be very powerful, especially as you start getting good offers of gear to go along with your heroes. Even getting early offers of Normal units like Doom Drakes, Trolls of any kind, Nightmares, etc. can also be game changers and offer the opportunity to take an enemy capital quickly.
The key here is recognizing Famous as an economic tool. Try to rely on it as a means of acquiring units instead of building units and to develop your strategy around this perspective. You need to generate gold, keep gold stockpiles on hand, and focus on economic development and not be tempted to build units. Focus on raising your Fame as much as you can as fast as you can. Here, of course, Life magic shines, making Life the best school to complement this strategy. Of course, Sorcery is also good, and a mix of both Life and Sorcery and work very will with Fame based strategies. With this, its all about getting your Fame to 40+ ASAP and keeping it there.
Now, of course, there are still viable strategies that rely on early unit building and of course there is Artificier + Runemage, which is its own separate thing. Artificier + Runemage is sort of like a mix between a Famous Strategy and a Conjuration strategy, without using either of those retorts. It works best when you take 2 Chaos books and make use of Hell Hounds early on, while you wait for heroes that can make use of your Artifacts. Again, the key is not building units, but rather developing economically while you rely on summoned and hired units.
Then we have the cases of strats that do rely on early build Normal units. IMO, these are the most challenging strats to pull off. The best for this is of course Life, using races like Barbarians, Halflings, Darconians, or Nomads. For this you obviously want Warlord and possibly also Archmage and/or Alchemy.
Here you want to go for something like a few Barbarian Cavalry and focus on buffing the heck out of them. You'll need to be able to put Heroism, Endurance, Holy Weapon, etc. on them.
A start with something like 2 Cavalry and 1 Hero can work and you can often take capitals early with as few as 3 Barbarian Cavalry that are heavily buffed. Nomads can also work really well, though they are riskier than Barbarians. But still, you can start with Horsebowmen, work up to Rangers, defend with some Pikemen, and then when you get Griffins you are set. But the key will be the Horsebowmen rush, which isn't as good as Barb Cavalry, but is still decent and can be worth it for the Ranger + Griffin payoff. Again, the key here is that if you are going to use Normal units, you need to rush to some moderately powerful early Normal unit and then rely on buffing the heck out of them, to make use of your magic. Allow your magic to provide value instead of relying on building out a lot of Normal units, which delays your economic development.
So the real key to all of this is, developing strategies around fielding stacks capable of acquiring resources as early as possible in the game, while not slowing down your economic development. They key to this is being able to acquire units without having to build them in your towns at all. Conjuring and hiring are the keys. If you are going to rely on built units, at least use magic that can make just a few built units as powerful as possible.
