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Old 09-30-2008, 07:24 PM
Sammual Sammual is offline
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Join Date: Dec 2007
Posts: 13
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Here is my take on the units;

BEST:

Peasants: Until your leadership allows a stack of 300+ their ability to stack Attack bonuses make this your #1 melee damage stack. After your leadership gets high enough for 300+ in a stack it is time to move on.

Bowmen: Higher Damage than Thorn Hunters or Priests. Skills that decrease Leadership cost and give special abilites to make this unit last until you get Dwarven Cannoneers or Evil Beholders (Or even further if you are a Warrior).

Royal Snakes: Attacks cause no retaliation, good specials, low leadership cost for HP.

Swordsmen: The Damage Resistance makes them better then average. Use until something better comes along.

Cannoneers: Fast, Great damage, can melee.

Evil Beholders: High Ranged magic-damage, hypnotize alone makes them one of the three top Ranged units.

Orc Shamans: Hands down the best unit. Totems, Totems, Totems, Ranged, Melee. After you get sacrifice and Rez maxed I think you can break the game running around with 5 stacks of these guys.

A. Bears: Loads of HP and good damage make these guys your best early to mid game tanks.

Cyclops: These guys are tanks. They take almost NO ranged damage.

Giants: AoE Tanks.


Worst:

Thorn Hunters: Low HP.

Robbers: Neg morale.

Priests: Fast and Bless special is nice but low damage makes them almost useless.

Goblin Axe-Throwers: Low HP, they don't live long enough to show any potental.

Arch-Mage: HIGH Leadership cost makes them worthless unless you are a Mage that has maxed out the Arch-Mage skill and if you have done that then why haven't you replaced you Arch-Mages with Orc Shamans?

Polar Bears: WTF? A much higher Leadership cost then A. Bears and bearly higher stats.

Sammual

P.S. Does anyone have an excel spreadsheet of the units and thier stats?
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