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#51
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I agree for the most part except I think inquisitors are great being able to resurrect dragons and having that bless-undead-killing-rage-thing
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#52
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Ah, inquisitors. I stopped using them around the time when i got resurrect lv3. But thats before i got the emerald dragons. They weren't bad but hardly available on the map. I could upgrade them from priest but i had no space in my space to swap. Eventually i phased them out for more offensive punch. They are good against undead though.
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#53
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I'm level 10 around the Islands of Freedom, and currently using:
Bowmen: Great for Ice Arrow and solid damage Priests: Great against Undead. Bless and Heal take up a turn so end up not being all that useful unfortunately. Beholders: Their sleep has has decent percentage and essentially disables one enemy. Seadogs: Very available around the Islands, and they're pretty solid. Archmages: I disagree with the hate on this unit. Their attacks have a good percentage of shocking an opponent and removing all their action points. The shield is pretty powerful for helping melee to tank, telekinesis has its uses from time to time, and they don't suffer from range penalties. |
#54
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OK I've solved the game as a warrior, and started again as a mage before i realized i was losing my life, and had to uninstall. So anyway here's my take on the best units:
Royal snakes: Can't say enough about how good these guys are, all the way until nearly the end, when i replaced them with ogres (i'll talk about how awesome ogres can become below). The no retal is one of the best melee abilities to have for melee units, for obvious reasons. But almost as important is their sheer maneuverability, especially with haste. If you do it right, you can slow enemy units, have these guys weave around and snipe from a distance, and they always go first -- meaning you can have them wait, and then they basically move twice (once at the end of the round, and once at the beginning). In the hands of a good tactician, these are the best melee units in the early and mid-game, and arguably even the end. They also have an excellent ratio of leadership cost vs. health/att/defence/damage. Orc Shamen: I agree with everyone above. Good all the way to the end game. Evil beholders: mind control, combined with hypnotize, can keep the enemy busy beating up his own units while you snipe them from afar. And they do great damage. An excellent unit. Ogres: If you have the ogre sandals and ogre club, these are great (+20 dam, +1 speed, can take huge damage, no morale penalties to other units, like giants vs. elves). I replaced snakes with these after too many of my snakes were getting killed by dragons and high level spells. Their ability (which doubles their attack for two turns, adds two action points, and recharges) is excellent, and recharges. inquisitors: Good to the end. The added resurrection is just too good to pass up, and their attack ain't bad either. SO WHAT DID I HAVE AT THE END? Well, since my wife was elven and I had an elven crown, I ran around with a stack of: Elven archers (high morale), Elven hunters (high morale), shamen, ogres, inquisitors (good morale) In reserve: giants (got bonuses from ogre club/sandals but lowered morale of elves) and knights (high morale, and circle attack made it a killer -- especially against dragons, which you find a lot of at the end). If I knew I was going to be in an all-melee fight (with a lot of dragons for example) where my ranged units would be worthless, I would switch out the elves for the giants and knights, drop a mass dragon slayer, and let them come in for a beatin'! |
#55
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lvl 13 atm, going through the dwarven mines... untill now my army practically never changed...
- swordmen: like... they're the best basic unit i have tried till so far. I've been carying them around all 13 levels now ![]() - ancient bears: KILLER beasts. Especially when they go into double rage... They are my favorite unit so far! - inquisitors: i liked em but i switched over to evil beholders once i got to the freedom island - marauders... highly effective killers - griffins... again very nice beasts. never lost a fight so far (I'm playing 'easy' settings tho). I couldn't find any more evil beholders so i switched to "dwarves" to replace them. My army i kinda melee orientated but my mage spells cope for the loss of ranged units. |
#56
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Ya I kind of figured it would be a cakewalk on easy. I'm playing on hard and I lost 2 battles in the beginning before I knew that clicking on a enemy displays his power compared to yours. Once I went to the underground sea, ran into a centaur demon, and I immediately lost somehow. I didn't go back down there to find out either
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#57
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hm. Don't think they removed sea devils (lvl1 fishy with high crit rate and awesome damage under bless) from English version.... So
Best damage dealers: Sea Devils - they do crit often when you are at full rage..., Skeleton Archers CC: Dryads, evil eyes (supply problems, never had a full stack), shamans, archmages (move 1 cell, 50% resist to damage) I was playing a pally. My army at lvl 12 consisted from Sea Devils, Inquisitors, knights, 1 CC, 1 more damage dealer or CC. changed some stacks as levels and zones go by, but never replaced fishes and rezers. I was trying to itemize for Attack, use magic and rage to prevent losses (CC)(slow, teleport, trap, summon phoenix and the like..., mirror 1 stack, , stone wall, ice ball, reverse time for a unit, , glot's armor, Recharge all abilities to stack on Inquisitors, or 1 extra turn on Sea Devils). Had no problems on hard - a fishy crit was usually enough to kill 1 stack with other options available to prevent/fix retalliation. Had giants at one point when it was hard for enemies to do 5000 damage, so they were healable. Can't imagine my life without "Tactics" skill - it opens alot of options in a fight. Also 30 extra runes in might and magic trees allow for tons of options. Last edited by Sky Keeper; 10-05-2008 at 12:15 PM. |
#58
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Early Game I love Inquisitors and Priests.
My initial stack: Bowmen Priests Something heavy to attack with (Griffins this time around, initially it was guardsmen) Archmage Inquisitors (sure I only get 4-5 initially, but they are there to bless! (they get a bless + rage) Then just Magic shield + bless and heal and send in my heavy attacker while my bowmen plink away. Get the rage up and drop an evil shoal on them if I can trick them into lining up nicely! I so wanted to try a different tactic, go with robbers and maruaders or something, but the above mix really works well for me, especially because having one mega stack that can't be killed means I don't have friendly fire from my AOE. Late-Middle Game I definitely enjoyed having Knights/Horsemen/Griffin and then Priests/Inquisitors and Bowmen. Same basic tactic. Never realy made it to Middle Game imho yet. I've made it as far as the Dwarven lands before I realized "Holy heck! this game is huge, let me start over and try it this way..." Last edited by Darkhon; 10-06-2008 at 12:20 AM. |
#59
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anyway ive jut got to the ork settlesment on freedom and just bought some shamans for the first time so will see what they are like.. my fave units so far tho are Royal snakes and evil beholders. |
#60
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im new to the game, and pathetically am playing on easy but so far............the most annoying troop ive encountered has to be the werewolf. i imagine theyll get harder but turning into wolves and fearing my troops or making them go into a frenzy can be quite deadly.
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