Formerly dwarves, created from the primary elements, they are as hard as the earth, and rage like fire. But, they’re not as swift as the wind and they don’t flow like water. Fighting with Dweghom feels very elemental and it shows in both their hardy, elite troops and their fearsome but dubious control of magic.
Perhaps the simplest of the factions, but no means the weakest, the Dweghom largely consist of sturdy, high defense and high resolve troops built to weather the most ferocious of attacks. The cost of this is a slower army. Though the base marching speed matches other armies’ troops, they have little to no access to faster troops. This isn’t necessarily a setback however as they can withstand damage and still have enough power to blend the enemy into submission.
Marching ahead of the heavier troops, special mention is deserved for the flame berserkers. Light troops who can go toe-to-toe with most regiments in the game.
In addition to the inexorable advance of their troops, the Dweghom have access to deadly, if short ranged, firepower in the fireforged. Though their range is outstripped by many other factions, few have ranged units able to devastate in close quarters with such efficiency.
Lastly, the Dweghom sorcerers form a magical backbone that is sure to churn the enemy in a firestorm of lava, fire or earth.
Overall, the Dweghom favor a mostly elite, semi-combined arms approach. Any of their units are capable of standing on their own and dealing vicious damage however.
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