The Engineer's Handbook
The Engineer
The engineer is a useful unit that when properly utilized doubles the firepower output of a dreadnought's juggernaut's and cannons. Also, they can toss nets and use a blunderbuss, but those are minor in comparison to what they can do with machines.
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Juggernaughts start combat with their mortars on cooldown. If you have an equal number of engineers to dreadnoughts, The idea is to keep the juggernaut always refilled by the end of the turn. The reason for this is so that at a moments notice the engineers can run out and throw nets at a unit attacking the juggernaut and the still maintain the ability to continue mortar fire for that turn.
Now, shots per turn fired is an important thing, lets look at the math
each cannon and juggernaught can fire .5 shots per turn. Each engineer bumps that shot value to 1 per turn. However, you may not have more engineers than you may have machines, and you may not have more than 6 per army. So you could go with 3 cannon 3 engineer for 3 per turn fires OR you can go with 4 cannon and 2 engineer for two guaranteed shots per turn and one shot every other turn. In fact, if your going to be dropping a unit to add a hero, its better to drop a cannon than it is to drop an engineer in terms of shots per turn, especially if they are a dreadnought hero.
The 4 cannon and 2 engineer mix allows fire to be maximised at the start of the engagement. If the engineers refill all of the cannons right after firing, all four cannons will be able to run continuous fire for 2 turns. With 3 cannons, your percentage of time at full fire goes up, but your overall firepower drops by .5 shots per turn.
The Iron Golem
Cannons
Flame Tanks
Keep in mind flame tanks cann't be brought back to life with the repair spell, and that the skin of oil fire spell should be used in conjunction with the flame tanks to cause even more than usual amounts of pain.
The Juggernaught
The Spy Drone
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