We'll be using the Tech Ruleset again. This was last used in Round 55. You can view those rules here:
Here is the list of anticipated changes to the Round 55 Tech ruleset:
* Wizard Guilds will revert to their original abilities (last seen in Tech Ruleset Round 51):
-Increases Wizard Strength refresh rate by 1% for every 10% guilds, up to a refresh bonus of 2%
-Decreases cost of Wizards and ArchMages by 2 * (Wizard Guilds / Total Land)%, to a maximum bonus of 40%
-Decreases cost of spells by 2 * (Wizard Guilds / Total Land)%, to a maximum bonus of 40%
-The existing bonuses will be removed, and it will house and employ the same number of peasants as other buildings.
* Kobold Grunt +10p
* Kobold Underling +10p
* Kobold Beast +50p
* Kobold Overlord +50p
* Dark Elf Spirit Warrior +50p
* Goblin Shaman +5r
* Goblin Wolf Rider +20r
* Goblin Hobgoblin +25p
* Goblin Wolf Rider +50p
* Wood Elf Druid to 4*/1* from 4*/2 (increasing +1 per 20% forest)
* Dwarf Cleric will be a flat 4/4 from 4/4*
* Dwarf Cleric -50p
* Dwarf Warrior 7/2 from 7*/2, +15% more casualties against all alignments, no price change
* Dwarf will lose the bonus strength against evil
* Lycanthrope Garou 6/0 from 6*/0
* Lycanthrope Garou -50p
* Nox Lich will now be 4.5/2, at the same price, and will take 50% fewer casualties against all alignments
* Firewalker Salamander will be 5*/3 against all alignments
* Firewalker Salamander +50p
* Human/Nomad Crusade spell: +5% attack power against all alignments, instead of +10% against opposite alignment
* Human Cavalry +25p, +30r
Further changes to the last list.
* Lizardfolk Chameleon +25p
* Lizardfolk Lizardman +25p
I think Human is going to be the race to go this round. Tech ruleset favors Human a little anyways, (very solid elites) but it seems that Ross has decided to throw the nerf hammer at all the fast attacking races. Not that Orc won't still be a force, but Human is a very solid mid-late round race, which will only shine with these kind of changes. The +30 ore per unit sucks a little bit, but ore isn't that big of a deal ^^ Maybe 2% more ore mines should cover that for an attacker / converter without too much difficulty.
Halfling also looks very promising actually now that I look at it. Looking at it, Good is the way to go imho.
Troll shouldn't be played by any top tier players, due to the nerf to gobbo/woodelf/kobold, there should be a decline in those races, and any good player will want to maximize the targets available to them, so while there may be a few stubborn good players that play Troll, the best wont.
I think the perfect Race makeup this round for good would be something like
Woodelf // Merfolk // Dwarf
If we are to play semi-competitively, we will need a Halfling for spy ops, a Sylvan for wizard ops, the woodelf / merfolk / dwarf should ideally be an experienced attacker that is very active. (the halfling /sylvan should also be very active because the pack will rely on them for ops) The Humans can do whatever (that's what's great about human) they can attack all round, convert, or explore fairly easily.
I haven't played a tech round in A LONG TIME. So I don't know the best way to proceed with techs. I know some people go OOP with 500 schools, and try to catch up later with efficiency, some people try to race ahead with 10% schools, instead relying on attacking for tech points (another win for human as our attacking elites return 3 hours faster from battle, so we can attack more often)...
I'll prowl around and see what I can find out.
If you want Shade (not to steal the leadership from yah here) but I can see if any of my old friends are interested in packing. Most are really good players. I'll need to do this soon though, as most packs will be filling up.
Lemme know and I'll get on the horn, I just need to know how many spots I need to fill ^^.