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tiberiu 11-19-2012 06:30 AM

Quote:

Originally Posted by blacklegionary (Post 482286)
I don't understand why ppl say human are terrible. Horseman, Knight, Paladin are all very powerful. No other melee unit can match the power of Knight, Paladin (except Black Knight).

I'm not saying human units are bad, but Ancient Vampires will beat the crap out of Knights and Paladins :) .Horsemen I'm not sure but they should beat even horseman. With Horseman it would depend who strikes first. If Horseman, then maybe Horseman wins. Of course I'm talking 1v1 unit fight.

Quote:

Needless to say, Paladin is a must to play no loss.
Come on, I think this is an exaggeration. Maybe they save you some time with their mass ressurection but Inquisitors are good too for infinite ressurect?

Nirual 11-19-2012 10:20 AM

Quote:

Originally Posted by tiberiu (Post 482293)
Come on, I think this is an exaggeration. Maybe they save you some time with their mass ressurection but Inquisitors are good too for infinite ressurect?

You can get infinite resurrect from Paladins with Gift or Phantom too. Inquis are only better for long range purposes. I like them for all the extra rage though.

Bunnle 11-19-2012 10:23 AM

Quote:

Originally Posted by tiberiu (Post 482293)
Come on, I think this is an exaggeration. Maybe they save you some time with their mass ressurection but Inquisitors are good too for infinite ressurect?

Infinite resurrection on a single target. A paladin can heal your whole team at once every round, granted they are bunched up around him. They do it better too. One inquisitor heals for 7 at 100 leadership. A single paladin heals for 24 at 220 leadership. 7 x 2.2 = 15.4. Paladins heal for 8.6 more per stack. That adds up.

Infinite resurrection is of course with Gift or phantoms taken into consideration. Even without that, Paladins are still easily the better choice to keep your troops alive.

The only thing that makes the inquisitor's heal better is that it can apply to level 5 units.

camelotcrusade 11-20-2012 12:56 AM

I'm a sucker for an army full of summoners. With the right talents to remove morale penalties, I like to use royal thorns, royal griffons, druids, choshas (I forget how to spell it... big worms that make tiny worms), demonologists and necromancers.

This time around since I can't get necros or choshas I have used engineers and rune mage for summoners (haven't found any demonologists yet).

And I'm loving that my upgraded ice spear adds +1 ice damage to the attack of my stupidly plentiful summoned thorn warriors. I'm only about halfway through and I've seen a stack of over 2,000 of them plop out of my royal thorn. :cool:

Nevar 11-20-2012 02:47 PM

Quote:

Originally Posted by camelotcrusade (Post 482548)
I'm a sucker for an army full of summoners. With the right talents to remove morale penalties, I like to use royal thorns, royal griffons, druids, choshas (I forget how to spell it... big worms that make tiny worms), demonologists and necromancers.

This time around since I can't get necros or choshas I have used engineers and rune mage for summoners (haven't found any demonologists yet).

And I'm loving that my upgraded ice spear adds +1 ice damage to the attack of my stupidly plentiful summoned thorn warriors. I'm only about halfway through and I've seen a stack of over 2,000 of them plop out of my royal thorn. :cool:

How's that working for you? I've considered that strat, but I find that even with summons out, I can still lose units easily from ranged enemies.

Razorflame 11-20-2012 03:36 PM

well quite simple as he says
SUMMONS

AI ussualy targets the summons

esp from the royal thorn

and since most of his units are ranged u can ini bonus
so there will be a 90% the enemy will target summons instead

and on to that build i would add soothsayers

for the ability to control one of their units if possible;)

camelotcrusade 11-21-2012 12:39 AM

Quote:

Originally Posted by Nevar (Post 482665)
How's that working for you? I've considered that strat, but I find that even with summons out, I can still lose units easily from ranged enemies.

Really well, but it means longer battles due to all the units running around. That's part of the fun though. :) It's extra ridiculous with the rune mages because you can clone the royal griffons, fly them right in the middle of the enemies, and then have them summon guards.

I haven't had much trouble with shooters because most of my units are strong enough to take a hit without losing one - especially after I soften them up with a rage ability. Royal Griffons are fast enough to go first most of the time so you have a chance to run interference... ice ball, ice wall, magic egg, etc. Then when they are all clumped use poison cloud on the next turn and everybody gets poisoned.

If you mix half summoners with a soothsayer and a maiden it's even easier (but you lose the challenge of the all summoner army). The maiden is fast and cleans up mistakes with the resurrect, and the soothsayer buys time with loki's touch for the shock troops to wade in.


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