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#1
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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:
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. 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
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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
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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
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#5
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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. |
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#6
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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
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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 |
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#8
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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
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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
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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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