Posts: 371
Threads: 77
Joined: Jun 2023
Reputation:
3
Post your advice for playing this kingdom in this thread.
Thank you for contributing to the collective wisdom on how to best play this kingdom in Alamaze!
Posts: 111
Threads: 10
Joined: Jul 2024
Reputation:
2
06-17-2025, 06:10 PM
(This post was last modified: 06-17-2025, 06:12 PM by JohnnyUtah.)
Fairy Folk are flyers, but they don't get flyer movement points, so groups aren't as mobile as you might expect. But you can use land movement orders to traverse sea zones.
Terrain Cost Ice Age Combat Trait
Plains 5.0 6.25 0%
Forest 4.0 5.00 +30% Supremacy plus Greater Masking and Evasion
Mountains 8.0 10.00 0%
Desert 7.0 8.75 0%
Marsh 7.0 8.75 0%
Sea 5.0 6.25 0%
Posts: 493
Threads: 48
Joined: Mar 2013
Reputation:
16
Keep in mind that you are only flying when all the troops in the group are flying. You can still recruit/summon non-flyers, and it only takes a single non-flyer brigade to ground the group.
I don't have any good suggestions for this kingdom. They seem underpowered, being the third-lowest rated kingdom in my ratings system. Try to lay low and raise wizards <shrug>.
Posts: 22
Threads: 0
Joined: Oct 2024
Reputation:
0
They have a lot of inexpensive troops they can recruit. However it takes 2-3 times as many troops to equal most kingdoms power troops. That means 2-3 times the number of orders for the same result.
Posts: 493
Threads: 48
Joined: Mar 2013
Reputation:
16
That is a good observation that the Fairy Folks companions are worth about half a brigade, thus requiring double the orders to get the same result as someone else.
If I had to seriously advise a FF player, it would be:
*Keep all your troops flying; use wizards to summon Gargoyles, Manticores, and others
*That being said, don't recruit until just before you intend to use your troops
*When you do go to war, try to use invisible armies for surprise attacks; the fact of the matter is, you will never have the military to fight the big boys straight up
*Use your wizards to teleport a patrol or two, gathering artifacts and advancing wizards
*Leverage your hidden capital and build it up; hopefully, it borders a sea to allow fleet development
*You will need to develop across the board - emissaries and agents, as well as economy and wizards
*If possible, craft an early Crystal of Seeing to gather intel for the best places to strike with invisible groups and/or agents
Posts: 2,740
Threads: 56
Joined: Aug 2017
Reputation:
30
They need a complete overhaul. IMO or get rid of them?
Posts: 1,416
Threads: 49
Joined: Sep 2019
Reputation:
34
Yeah, they are just trash. Flight really got nerfed for all kingdoms (and artifacts) except the dragons with the last revision.
Some action like mass recruit might help the Fairy Folk, but as is, building a horde of sprites doesn't do much. Let's see- who can recruit a bunch of cheap brigades in one action... maybe another disfavored kingdom... the Deathknights! Just what they need.
I tried to build a single fortress in the ocean last time I played the FF and bunker down until my wizards were high enough and the SO killed me in turn 4 I recall. That really can happen to any of the wizards, but the FF have second rate wizards compared to them, and no advantages.
Posts: 111
Threads: 10
Joined: Jul 2024
Reputation:
2
I say raise the limit to 3x Chimera per group. Having all three wizards guarded during battle would be pretty nice!
And give them flight movement points and maybe add another flying companion, maybe great bats -- not memphits. Or as previously suggested something to make recruiting the sprites/pixies use fewer commands. Maybe summoning in bulk like you do for skeleys or a special recruiting order that recruits 5x in one command.