Quote:
Originally Posted by KuPPeRz
A all melee army is a lot easier to use than what some people would think as well
In addition to having bonuses to these melee classes, I think it's only important to have 1 long range attack throughout the game for many reasons.
I know everyone has noticed "dragons, griffins, and bears, go straight for your long ranged units.
Using tactics to push your melee units out onto the grid further before the battle starts is one hell of an advantage, alongside with ice thorns. I use those two together going into a battle with the enemy being "Strong" or "match", I don't even lose 1/2 my units. It's all about ganging up on the one guy.
|
That may be one way to do it but later when you face large stacks in the hundreds you will find your self taking huge loses. The main problem with melee units is retaliation so with a stack of 300+, even if you manage to kill 100 your unit will still take a huge hit, I find it better to use 2-3 range units. Firstly to take out archer and long range attackers, secondly to wilt down large stacks so that my units take less damage and I find it better to leave a stack with 10-20 units around instead of wasting turns and focus on the larger stacks.
In all my normal fights (I am in the islands) I have never lost more then 5 units fighting strong or match fights, only time I came close to losing 1/2 my units was against an upgrade fight where the gremlins spammed lightning and fireballs.
Currently in the island my group consists of evil beholder (mind control), dwarf alchemist (can melee up to 3 units, poison bomb), griffins (speed, retaliation), royal snake (no retaliation, lunge), inquisitors (resurrection and rage builder).