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Units, artifacts and armor-bearers Discussion, questions and solutions about units, artifacts and armor-bearers.

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  #1  
Old 12-12-2009, 02:38 PM
Coin-coin le Canapin's Avatar
Coin-coin le Canapin Coin-coin le Canapin is offline
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These units have "archer" in their abilities :

Beholder
Bowman
Catapult
Elf
Evil Beholder
Goblin
Hunter
Repair Droid
Royal Thorn
Skeleton Archer
Thorn Hunter
Cyclops

I don't really understand why some (or the majority) of these one shouldn't be affected by skills concerning Archers units. :/
It would be so nice if any developper could reply to your thread.
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  #2  
Old 12-12-2009, 08:21 PM
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Zechnophobe Zechnophobe is offline
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All of those SHOULD be effected by any Archer effect. The only exception might be that Beholder class units cannot get the bonus to physical damage that one item provides, as they do not do physical damage.
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  #3  
Old 12-13-2009, 09:18 PM
Akimbo Akimbo is offline
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Quote:
Originally Posted by Coin-coin le Canapin View Post
These units have "archer" in their abilities :

Beholder
Bowman
Catapult
Elf
Evil Beholder
Goblin
Hunter
Repair Droid
Royal Thorn
Skeleton Archer
Thorn Hunter
Cyclops

I don't really understand why some (or the majority) of these one shouldn't be affected by skills concerning Archers units. :/
It would be so nice if any developper could reply to your thread.
Meh, the only units that seem to actually count as archers are:

Elf Archer
Hunter
Skeleton Archer
Bowman (Human)

Literally the ones with bows, so despite all having the "Archer" ability, most of them don't count.

I'm considering adding zombies to my force (the tougher ones) to see if the "Pass" ability works as I think it does, i.e. will allow my Skeleton Archers another attack on that turn. A bit like having two units of skele archers
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  #4  
Old 12-13-2009, 09:43 PM
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Metathron Metathron is offline
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Yeah, the Pass ability is great!
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  #5  
Old 12-14-2009, 01:29 PM
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Coin-coin le Canapin Coin-coin le Canapin is offline
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What if you have a zombie and a paladin?
You can choose one of your unit to play three times a round?
Maybe 4 with the magic spell ?
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  #6  
Old 12-14-2009, 02:02 PM
DGDobrev DGDobrev is offline
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No. Technically, a unit cannot move/attack more than 2 times per fight. When you give a troop an extra move/attack/etc. they have the right to do that in the end of the sub-turn (as if you gave the same troop the order to wait the first time), after everyone else had moved.

This makes it impossible to have a troop act more than twice per battle. There is a small exception to the rule when 2 demon/executioner stacks start hacking at each other, as they may go on until one of them is destroyed. Another exception to the rule is the Gorguanas, who have a significant chance to get an extra attack if the stack just scored a killing hit. As such, a gorguana can get a lot of moves in one turn as well (limited by the number of enemy stacks currently on the battlefield).

EDIT: I checked the russian guide in an attempt to bring some clarity to the discussion here

If we're talking about Trigger, these are the units he affects:
Skeleton Archer, Archer, Cannoneer, Catapult Goblin, Elf, Hunter, Goblin, Royal Thorn, Thorn Hunter, Alchemist, Repair Droid, Cyclops, Beholder, Evil eyes.

If we're talking about Self-loading crossbow/Arbator it affects:
Skeleton Archer, Archer, Elf, Hunter

If we're talking about the Telescopic sight, these are the units it affects:
Skeleton Archer, Archer, Cannoneer, Catapult Goblin, Elf, Hunter, Goblin.
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Last edited by DGDobrev; 12-14-2009 at 02:23 PM.
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  #7  
Old 12-14-2009, 03:01 PM
Akimbo Akimbo is offline
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Quote:
Originally Posted by DGDobrev View Post
No. Technically, a unit cannot move/attack more than 2 times per fight. When you give a troop an extra move/attack/etc. they have the right to do that in the end of the sub-turn (as if you gave the same troop the order to wait the first time), after everyone else had moved.

This makes it impossible to have a troop act more than twice per battle. There is a small exception to the rule when 2 demon/executioner stacks start hacking at each other, as they may go on until one of them is destroyed. Another exception to the rule is the Gorguanas, who have a significant chance to get an extra attack if the stack just scored a killing hit. As such, a gorguana can get a lot of moves in one turn as well (limited by the number of enemy stacks currently on the battlefield).

EDIT: I checked the russian guide in an attempt to bring some clarity to the discussion here

If we're talking about Trigger, these are the units he affects:
Skeleton Archer, Archer, Cannoneer, Catapult Goblin, Elf, Hunter, Goblin, Royal Thorn, Thorn Hunter, Alchemist, Repair Droid, Cyclops, Beholder, Evil eyes.

If we're talking about Self-loading crossbow/Arbator it affects:
Skeleton Archer, Archer, Elf, Hunter

If we're talking about the Telescopic sight, these are the units it affects:
Skeleton Archer, Archer, Cannoneer, Catapult Goblin, Elf, Hunter, Goblin.
Yeah as I figured, most of the items for "Archers" are literally the only ones with bows on the model. A shame, but oh well.
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  #8  
Old 01-02-2022, 12:28 AM
LumberJaka LumberJaka is offline
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Quote:
Originally Posted by Akimbo View Post
Yeah as I figured, most of the items for "Archers" are literally the only ones with bows on the model. A shame, but oh well.
What about Sniper set (telescopic sight and ale barrel)? What type of archers benefit here?
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  #9  
Old 12-14-2009, 03:05 PM
Coin-coin le Canapin's Avatar
Coin-coin le Canapin Coin-coin le Canapin is offline
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Quote:
Originally Posted by DGDobrev View Post
No. Technically, a unit cannot move/attack more than 2 times per fight. When you give a troop an extra move/attack/etc. they have the right to do that in the end of the sub-turn (as if you gave the same troop the order to wait the first time), after everyone else had moved.

This makes it impossible to have a troop act more than twice per battle. There is a small exception to the rule when 2 demon/executioner stacks start hacking at each other, as they may go on until one of them is destroyed. Another exception to the rule is the Gorguanas, who have a significant chance to get an extra attack if the stack just scored a killing hit. As such, a gorguana can get a lot of moves in one turn as well (limited by the number of enemy stacks currently on the battlefield).
Hmmm, okay.
Hmmm...

And with this configuration :

zombie
paladin
bowman

bowman plays
paladin makes bowman play again
zombie waits

bowman plays
zombie makes bowman play again

Does this work, or will the zombie play before the bowman even using the wait option?

Hope the question isn't stupid, but I'm not sure to understand your explanation (yeah, my bad english...)

Last edited by Coin-coin le Canapin; 12-14-2009 at 03:08 PM.
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  #10  
Old 12-14-2009, 03:10 PM
Akimbo Akimbo is offline
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Quote:
Originally Posted by Coin-coin le Canapin View Post
Hmmm, okay.
Hmmm...

And with this configuration :

zombie
paladin
bowman

bowman plays
paladin makes bowman play again
zombie waits

bowman plays
zombie makes bowman play again

Does this work?
edit: On reading your example again I'm not 100% sure...Someone needs to try it, but it does actually look promising.
edit2: No it doesn't work, I was right with the ordering:

Skeleton Archers: attack
Zombies: Pass to Archers, Archers get put to last initiative order
Paladins: Wait, in order to go after the archers, but they get their turn put before the skeleton archer have their second, so no, sadly it doesn't work.

I still havn't tried the Phantom method yet, but I think that'll work out the same, as whoever has their turn "Passed" or "Second Winded" to them, will always move last in that turn, regardless of any methods to get around it.
===========

No, when you "Pass" or use the Paladin's "Second Wind" the unit you use it on automatically get's put at the very end of the initiative line. So to give them a third turn you'd have to somehow get a unit to cast "Pass" or "Second Wind" after the unit has had it's second turn, but with it's second turn being pushed to last place, it's not possible (Only thing I can think of is if Phantom, cast on paladins or zombies would give the phantom unit a turn after the Bowman from your example have had their second turn...)

So it'd be like:

Bowman attack
Zombies "Pass"
Cast Phantom on Zombies.
Bowman attack.
Zombie Phantoms "Pass"

It all comes down to when the Zombie/Paladin Phantoms got their turn. I used zombies in the example because their initiative is awful, so if it has anything to do with who goes first, the zombie phantoms would be relegated to moving after the Bowman.

Last edited by Akimbo; 12-14-2009 at 03:21 PM.
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