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#1
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#2
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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. |
#3
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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. |
#4
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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 |
#5
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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. |
#6
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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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#7
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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? |
#8
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You have to multiply that number by the number of Beholders you have in your stack. So roughly, if your leadership is in the 11,000 area, a full stack of Beholders can charm a stack whose leadership does not exceed 9,500. That is very doable, if not on the first turn then after they've take one or two hits.
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#9
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![]() ![]() Fairies are the best damage dealers with Angas Ruby and Issharas Whip. Green Dragons are very good mana supply. Helps especially when the battle reaches Resurrection mode (only a slowed opponent stack for mana draining left). In combination with Mana/Rage charges this helps extremly with resurrecting losses. Inquisitors + Gift = unlimited Lev 5 unit resurrection. Dryads + Gift = unlimited sleep for lev 1-3 units and also a good damage dealer with bless from Inquisitors. Giants are very good midgame AoE damage dealer and shield (especially against archers using target). Too slow for engame tho. Archmages absolutely underrated midgame unit. The combination Shield + Target + Giant basically gives an arrow magnet with 1800 Health, that can easily be healed. Also against Karador on Impossible: Griffons (with the -30% leader Reagalia) + Shield(Archmages) + Stone Skin + Target = extreme Tank with unlimited Retaliation that all sorounding troups attack. Especially deadly with Necromancers that damage all units around the Griffon when attacking and so kill their own troops. Those were the main combat units, for the final fight i used: Paladins, Knights, Ancient Ents, Unicorns and Lake Fairies, avoiding the heavy Focus on magical damage(bad against dragons) of the normal setup combined with damage resistance. Monks are also exceptionally good against undead, beating archers by far. |
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