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#1
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I am playing warrior 21 lvl right now (19 att 21 def 13 int 82rage 72 mana) (rage spirits level 14(red) 15(green) 18(blue) 19(black) ) and my army consist of Cursed Ghosts (110) Acient Vampire(79) Black Knights(95) Necromancers (70) and canonners(65) . And i really liked this combination. Vampier and ghosts are tanks , vampires usually got stone skin and ghost peacfulness (bc u can sacrifice more and lost less of them ). So only undead army makes me problems but all another armies are quite easy to defeat. Especialy when u kill 50% of stack of living units with Gurdian of temple spirit (and it has only 2 rounds rest). When fought with spider boss i stared with 95 ghosts and finish fight with 211 it was really funny watching how they random attack troops .
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#2
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#3
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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. |
#4
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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. |
#5
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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 |
#6
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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. |
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