View Single Post
  #6  
Old 09-27-2010, 09:55 PM
ckdamascus ckdamascus is offline
Approved Member
 
Join Date: Mar 2010
Posts: 1,059
Default

Quote:
Originally Posted by john_crapper View Post
Paladins do not work well with black knights. They can neither ressurect them, nor use second wind, and its really pointless to use tank units when your game plan is to have the black knights tank with unlimited retaliation. At high levels inquisitor rage is not as useful as having a damaging unit in the army, and inquistors deal good damage only to undead.

Rune mages are useful, only if you have talent runes to spare. Archmages have always been in my games, since KBTL, because their shield is an awesome protective spell. And used in conjuction with paladins, they can cast shield on the first turn, then the paladins grant them second with, and the archmages's fighting trance buf expires just when the magic shield is ready to be re-cast.

So thats the kind of synchronizing I'm looking for

And neutralizing morale penalties is not efficient, because you would otherwise have positive morale, which would be another reason not to have black knights.
The best 'team sync' is the undead armies. And as pointed out, neutrals don't care much either way.

Although, I'm not sure how you get around reviving your neutrals easily without a paladin, if you are going for no-loss?

Resurrect + EvilN are horrifically expensive to use together, and Black Knights are usually pretty bad in the defense category (but awesome in the offense category).

So, I figured to wasting 3-4+ turns after the battle for evilN spamming, you could mitigate the damage a bit by using another tank.

Argh, I hate that droid build haha... but yes, that works too.

Oh yeah, or the old fashioned demonologists. Dunno. They are ok, but I just don't dig them anymore. Rune Mage has obsoleted them and they were always high priority targets for the enemy.

Last edited by ckdamascus; 09-27-2010 at 09:58 PM.
Reply With Quote