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Battle mode Strategy, hints, questions

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  #1  
Old 10-22-2008, 01:13 AM
player1 player1 is offline
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Quote:
Originally Posted by stupidface View Post
Hi!

Priests: Their ranged attacks just aren't very damaging, and their utility in a fight is debatable. I think that about all that they're good for is fighting Undeads.
They are not just good. They are great for fighting undead in early game. Espeically ghosts, since priest attack is magical and bypasses their physical resitance.

As for attacking other things, it's true, they are not so great, but using their bless ability to "power up" their attack is a must in those cases to keep them viable.

Quote:
Originally Posted by Zhuangzi View Post
I didn't like the Canoneer for some reason, and Miner's really suck.
Cannoners are great with their barrage attack. Rarerly any ranged unit can match that damage potential.

Unfortunately their regular attack is much weaker when compared to other ranged units that need less leadership. At least, they suffer no melee penalty and have pretty good health.

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Originally Posted by waveform View Post
Wolves. Same thing. Clean your desk and go.
I disagree. Wolves are great in early game, if facings lots of human troops. Especially, if you have some priests to bless them to almost double their damage. Negating enemy archers is especially nice.

Of course using them in such way to not let enemies retaliate is a must due to their low health. Still possibile with their high speed and high damage potential when blessed.

Last edited by player1; 10-22-2008 at 01:47 AM.
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  #2  
Old 10-22-2008, 06:54 AM
Sherwood Sherwood is offline
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I've only started going to the dwarven lands, but my favorites so far (played mage and paly on hard to both areas) -

Royal Thorns - if only they could be resurrected ... stupid plant

Polar Bears - gotta love them as tanks

Dwarf cannons - love their initiative and salvo

Archmage - versatile unit... shield is awesome for melee units

Royal Snakes - love no retal

Marauder - $$$ , Rina + chieftan belt make them quite viable for damage and income

Sea Dogs - with Rina + chieftan belt these make fantastic units during freedom islands.

Demon (level 4).. - I got a few in Darion and with good use of sacrifice I can see the hype for all demon units .

Haven't got hold of level 5 units, beholders or shaman yet, but I'm sure they wont disappoint.
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  #3  
Old 10-23-2008, 07:25 AM
Elucard Elucard is offline
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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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  #4  
Old 10-23-2008, 08:44 AM
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Zhuangzi Zhuangzi is offline
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Quote:
Originally Posted by Sherwood View Post
I've only started going to the dwarven lands, but my favorites so far (played mage and paly on hard to both areas) -

Royal Thorns - if only they could be resurrected ... stupid plant

Polar Bears - gotta love them as tanks

Dwarf cannons - love their initiative and salvo

Archmage - versatile unit... shield is awesome for melee units

Royal Snakes - love no retal

Marauder - $$$ , Rina + chieftan belt make them quite viable for damage and income

Sea Dogs - with Rina + chieftan belt these make fantastic units during freedom islands.

Demon (level 4).. - I got a few in Darion and with good use of sacrifice I can see the hype for all demon units .

Haven't got hold of level 5 units, beholders or shaman yet, but I'm sure they wont disappoint.
You need Sacrifice for getting more Royal Thorns. A stack of 20 of these is very nice. Only problem is they are vulnerable to fire, and enemy heroes love to throw fireballs at them. Use Peasants or Miners to Sacrifice for Royal Thorns.
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  #5  
Old 10-26-2008, 07:16 AM
Sherwood Sherwood is offline
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Originally Posted by Zhuangzi View Post
You need Sacrifice for getting more Royal Thorns. A stack of 20 of these is very nice. Only problem is they are vulnerable to fire, and enemy heroes love to throw fireballs at them. Use Peasants or Miners to Sacrifice for Royal Thorns.
I haven't found even 1 Royal thorn on my hard paladin =(.

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.
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  #6  
Old 10-26-2008, 05:55 PM
bsctgod bsctgod is offline
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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.
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  #7  
Old 10-29-2008, 11:32 AM
Crocodil Crocodil is offline
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Default 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
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  #8  
Old 10-29-2008, 04:11 PM
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Metathron Metathron is offline
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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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  #9  
Old 10-29-2008, 07:21 PM
Sherwood Sherwood is offline
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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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  #10  
Old 10-31-2008, 02:28 PM
Il_Pollo_Diablo Il_Pollo_Diablo is offline
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Great thread!
So I have a question: Many people say how great Evil beholders are for the Mind Control ability. Thing is the description says "Takes control blah blah ... whose total Leadership does not exceed 180"
So I'm wondering how is this useful, do stacks this small ever appear in the mid-game?
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