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P.S. Send those bears my way, luv them :cool: |
Sammual,
I'm working on a spreadsheet for the units, and I've made a lot of progress, but there are two problems. First, I've only had the game a short while, so it's pretty incomplete so far. I doubt I'm even halfway through the game. Second, .xls isn't a valid file format for uploading. Is there a workaround for that? I'd rather post it somewhere than have to email every person who wants it. |
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http://forum.1cpublishing.eu/showthread.php?t=5103 Worth checking so you don't do same work that is already done. :) |
Thanks. I was just totaling the stats up, along with abilities and talents, so I could make some overall sense of which units worked best overall. This is actually a lot MORE information than I expect to use, but as you say, better not to reinvent the wheel.
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I found 2 on my hard mage and brought them up to cap though. Currently I've found my sweet spot of units on my paladin (about 1/2 way through dwarf lands) Full stack of griffins (have item that reduces leadership by 30%) Shamans Archmages Inquisitors Giants or Cannons (depending on the encounter) I was struggling to find the right match of units, but this works waaay better than any combination yet. I can't say I have no casualties... but its no less than a couple units per on hard fights. Griffins/totems take the brunt of the attacker. The main spells I'm using are res/mana spring/trap/phantom ... and sacrifice only if I'm running out of a specific unit. Giants are great as a guard for my ranged units, and otherwise they make passable archers. |
Here's what I am currently running with, level 16 Knight, close to finishing up the dwarf lands.
Giants - Slow, but with Running and haste they get where they need to go. Horsemen - high level unlimited supply grunt. Griffins - Do the griffin quest and you're set for them. Archmages - Just have trouble keeping them out of my armies they are so useful. Inquisitors - Same. Reserves: tons of Horsemen and Griffins Basically the Griffins and Horsemen are the grunts. I expect to lose a few per battle, the rest I can usually preserve their numbers without losses. Buff up the griffins with the Archmage armor spell, and Inquisitor's Holy Anger and let them retaliate against everything. I haven't had much luck finding a good source of Inquisitors so I maintain and increase their numbers with Sacrifices on Giants, since one or 2 castings will not kill a Giant for my Knight. I used to run with Polar Bears and Royal Snakes instead of Giants and Horsemen. If I had an unlimited supply of the snakes, they would be in my army in a heartbeat. The Polar Bears were too slow and in short supply when my leadership surpassed max numbers available. I found a new source so I may put them back in when I get level 3 Haste. |
If u take them as they are
First i was mage and i found 2 royal snake ring and that makes my royal snakes god like ( one ring gives you 3 to damage and poison ability => my royal snakes have damege 12-15 phisic and poison ).
Second i was a warrior and i found crown of the elves and i married with the elves female and all my elves warior became very powerfull moral high . So if u take them as they are this is my list Best units with no help from hero Shamans - they are the best Veteran Orcs - unique ability (2 strikes) Royal Snakes - no retaliation Cursed Ghost - 50% armor against phisical atack , drains life Emerald Green Dragon - good abilities Demons - better then griffons same ability furios (unlimited retaliation) Evil Beholders - mind control Worst units Peasants - low hp Miners - low hp Goblins Spiders all of them Thorn- Warriors |
Dryads are another excellent troop. They might be physically weak, but their abilities are amazing for a mere level 2 troop: summoning thorn warriors and, more importantly, lullaby - putting all level 1-3 enemies to sleep for 2 turns.
On the other hand, Cyclops are pretty disappointing. |
Yeah, I've grown to rather dislike cyclops myself. They are the first level 5 creature you get, but their ranged damage is worse than any other equivalent stack of decent archers. They were pretty useful when I had 3 casters, cyclops and griffins as they are decent at range as well as if any units come near your troops.
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