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WhYdOyOuThInKtHaThApPeNeD
02-17-2010, 06:54 PM
I'm going to use this thread to post various army compositions, gear stacks and strategies.


Plants, Archers & Elves, with a bit of Demon
or, hot babes:-P in the garden (see pic at bottom)

As the story goes. Tough warrior males traveling through the forest stumble upon a beautiful elven glade with hot babes relaxing in the breeze. What is this, hot babes AND a keg of beer. What self respecting male could resist. Suddenly springs the trap as they fall victim to their senses and passions! Poor men... Critical hits abound as our victims stumble around confused. Merciless women with their fiery passions and poisons.
The 2nd army composition is for those tough warriors that swing both ways.


--- Warrior Amelie ---

Crown of Blackthorne (helmet):
+100% "damage" of allied thorns
50% slower loss of rage

Assassin's Dagger (weapon):
+1 poison damage
+30% critical hit of assasins

Whip of Pain (weapon):
+1 fire damage
+2 attack
+20% damage of Demoness

Diploma in Botany (regalia):
+10 attack & defense of all Thorns, Ents & Dryads

Ale Keg (artifact) (sniper set, see below)

Cloak of Shadows (armor)
-15% enemy attack (-30% at night)

Golden Boots (boots)
+2 Defense
+20% of Gold for fight
+3% Critical hit (stack with other crit)
(or)
Pilgrims Boots (boots)
+1 Speed to the slowest unit (for Ancient Ent)

Hand of Necropolis (gloves)
+2 Attacks and Defense
+10% Experience per battle
(or)
Bracelet of Fury (gloves)
+15 Rage
+20% Fire resistance
+10% Critical hit of demons
(or)
Belt of Luck (belt)
+10% critical hit

--- Companion Agvares: ---
+100% to base attack of Dryads, Forest & Lake Faries, Demonesses

Belt of Luck (belt)
+10% critical hit

Dress of the Magess (dress) (or any preferred dress/armor)
+4 Intellect
+800 Leaderships
+30% Critical hit of Arch-Mages

Yew Bow (weapon):
+10% critical hit of archers
+1 morale of all elves
(or)
Elven Bow (weapon):
+3 attack of allied archers
+15% physical damage of allied archers

Telescopic Sight (sniper set, see below)

--- end Agvares---


--- Sniper Set ---
-3 Attack
+20% to probability of the Critical shot for archers

Telescopic sight (artifact)
+100% Attack of Archers (concerning base value)

Ale Keg (artifact)
+1 Moral to dwarves in army.

--- end sniper set---



Possible options from the gift bag:

Wedding dress (dress)
+3 Defense
+10 Defense to she-warriors
+1 Moral to Elves

Astral Bow (weapon)
-2 Attack
+1 Astral damage of Archers, Elves and Pathfinders (Hunters?)

Branch of the Tree of the Life (artifact?)
+3 Attack of all plants
+3 Mana
Use: gives +1 Intelligence


--- Life Set ---
+1 Speed and Initiative to all plants and Druids.

Live Bow (weapon)
+3 Attack archers (with bow?)
Maturity of fruits: 0% Special: talks

Live Shield. Class IV (shield)
+5 Defense
+25% poison resistance
Health: 100

Raven (Regalia)
+2 Intelligence
-20 % of the requirement of Leadership for Peasants, Robbers and Marauders
The special: talks, writes down rolls of Wanderers (1 spell after 10 fights).
Gives the made roll for 200 Sprouts of Thorns and all current mana stock of the player.

--- Life set end ---


Of course dual/mix 'Belt of the Victor' / 'Belt of the Student' would usually be the best in place of the other belt/glove options above:

Belt of the Victor (belt)
+50 % of base Defense
+1 Speed

Belt of the Student (belt)
+1 Defense
+1 Intelligence
Talent runes:
Training: after fight with probability of 8% gives a class rune to the hero.


Dagger of Judgment can replace any of the 3 weapon slots to complete the Assassin Set and further stack the Critical Hit %

--- Assassin Set ---
+20% to base Attack of the hero

Cloak of Shadows (armor)
-15% enemy attack (-30% at night)

Dagger of Judgment (weapon)
+20% Critical hit

--- Assassin set end ---


Race / Gender Benefits:
Dryad 'Wood Fairy' Ability: Ents & Thorns +1 Morale
2 Beautiful unit stacks, 1 with Charm: Male humanoid enemies at disadvantage.
Dryad Elven Song benefits Ents


Critical Hit Profile (moral isn't factored):

Golden Boots (boots) +3%
Belt of Luck (belt) +10% (potential dual for +20%)
Dagger of Judgment (weapon) +20%
Blind Rage Medal +1% / +3% / +7%
Prayer +3% / +7% / +10%

Assassin's Dagger (weapon) +30% (Assassins only)
Bracelet of Fury (gloves) +10% (Demons only)
Dress of the Magess (dress) +30% (Arch-Mages only)
Yew Bow (weapon) +10% (Archers only)
Sniper Set (set) +20% (Archers only)

Critical hit maximum potentials:

Archer: +90%
Other: +60%

Royal Thorn: 110%
Thorn Warrior: 102%
Thorn Hunter: 95%
Hunter: 104%
Ancient Ent: 74%
Ent: 70%
Dryad: 63%


Army Composition & Strategy:

(1)
Ent
Ancient Ent
Demoness
Dryad
Royal Thorn

Dryad & Royal Thorn summon
Demoness Infernal Exchanges Ancient Ent
Ent & Demoness gang up on victim (potential Thorn Warriors)
Royal Thorn & potential Thorn Hunters range support Ancient Ent, potential Thorn Warriors travel to support, Ent range & travel when possible
Dryad special talents general support & regular attack support gang-up


(2)
Dryad
Ancient Ent
Demoness
Royal Thorn
Hunter

Dryad & Royal Thorn summon
Demoness Infernal Exchanges Ancient Ent
Dryad & Demoness gang up on victim (potential Thorn Warriors)
Royal Thorn & potential Thorn Hunters range support Ancient Ent, potential Thorn Warriors travel to support, Ent range & travel when possible


Potential max speed benefit for Ancient Ent: +3 speed
Belt of the Victor x2
Pilgrims Boots


Imagine: Assassin's Dagger, Whip of Pain & Astral Bow combined. Summoning 3000 Thorn Hunters. That's an extra 9000 damage from just those 3x +1's.
(assuming astral bow affects thorns, haven't tested it)
http://img522.imageshack.us/img522/7444/heroplantstrat.jpg (http://img522.imageshack.us/i/heroplantstrat.jpg/)

DGDobrev
02-17-2010, 07:26 PM
Beautiful, absolutely beautiful :) Sadly, I see a few problems.

Problem 1, if you manage to get 2 belts of the victor, this will be 1/1mil games. One will be lucky if he/she can complete 1 of those :) 2nd problem - no easy resurrections. Most of the units can only be recovered by time back, others - with resurrection spell. Pretty mana consuming. 3rd problem - Gremlion, K'Tahu and Baal. This army has overbuffed damage but few protections. You may be hard pressed to switch lineups for these battles.

On the other hand, vs. Regular armies and heroes, this army will simply steamroll everything on the battlefield :) it will be a lot of fun to play it. Slap 2 types of fairies in reserve to swap 2 of the troops and you have a real carnage. 2 types of Fairies + Max crit from items + Agvares + fixed damage from items = Cannot be described - WOW ZOMG LOL ROFL LMAO is an understatement.

Smash
02-17-2010, 09:36 PM
Omg someone is using Ents oO.
+1 for Guts!

McSwan
02-18-2010, 06:24 AM
Yeah, a common mistake is thinking this game is based around attack, the best strategies are based around defence.

ie get scale set +20% phy resistence
leather dress +5 resistence to everything (one of the best items for only 4 k gold lol!)
slippery curiass - 10% resistence - you can get 2 of them in some games.

Use black knights with innate 30% phys resistance

Cast stone skin to get him up to 95% phys resistance. So something that would do 1,000 dam in one hit, now does 50 dam (excluding defence modifier).

But for killing power it's not bad. Try adding the princess set too.

WhYdOyOuThInKtHaThApPeNeD
02-18-2010, 04:46 PM
Yeah, it's mainly a design for fun and to show some good equipment stack possibilities. Dual Victor belts is just the ideal possibility, not so realistic, which is why the large line-up of other belt possibilities is presented. Actually I just got one of those Victor Belts. Combined with the Cloak of Shadows which I was also lucky to find it's quite a powerful mix.

Yeah defense is the best generally. 500+ Priests shooting a stack of Black Dragons and doing a total of 12 damage is pretty nifty. I felt so sorry for those Priests.

Actually Ancient Ents can be very potent. I'm currently running a Mage game and using Ancient Ents, with a bunch of empowerment's (especially the Botany Diploma) and racial cooperation's they are doing near 100% critical every time. Plus other empowerment's, teleported strategically into the enemies front lines they really crush hard. The regular Ents in this potential lineup is to make use of the plant empowerment's and to support the gang-up infernal exchange.

Notice the text color coding is designed to allow easy observation of similar empowerment stacks.

WhYdOyOuThInKtHaThApPeNeD
02-18-2010, 05:59 PM
Been using Royal Griffins a lot this last game and thought I'd present a list of stacks, strats & info to realize the maximum potential for the Royal Griffin.
Everyone is encouraged to include their own information or corrections, this could be a comprehensive strategy guide for Royal Griffins.

Stacking as many of these as possible makes the Royal Griffins one of the most powerful strategies KBAP has to offer imo.

Use of the following spell combinations cast on the Royal Griffin:
Use of Inquisitor & Arch-Mage allows more power-ups combined in the first 2 rounds.
As Mage class more effective & more powerful spell empowerment's per round. As Warrior class higher attack/defense rating.

Bless/Holy Rage (by Inquisitor) (Bless: guarantees maximum damage is always inflicted. Holy Rage causes 150% damage to Demons & Undead)
Magic Shield (by Arch-Mage) (causes all damage suffered to be cut in half, especially good when suffering heavy damage)

Berserker III (increases attack rating, extremely effective on the RG)
Hell Breath (increases damage inflicted, best combined with Bless & Berserker)

Magic Spring (especially good for a RG positioned right in the middle of many enemy units receiving many blows, if mana is needed)
Stone Skin (usually provides better defense than Magic Spring if mana isn't needed, but reduces intitive -1)
Divine Armor (provides resistance to all types of damage, especially good when fighting enemies doing a lot of special damage types like magic, poison or fire. Or when stacking special resistances to achieve almost total immunity from certain attacks)

Target (Cast on the empowered RG, enemy units will make a special effort to attack the RG before other units, further exploiting the empowerment's and always retaliation of the RG)

Use the Paladins Second Wind talent on the empowered RG to get the most out of their spell empowerment's. (2 attacks by a powered up RG in 1 round is ruthless)

Phantom spell the RG. (extra Cheer, Angelic Guards & Attacks)
RG's Summon Angelic Guards.
Do this every round to flood the field with Royal Griffins, Angelic Guards and to keep your human allies "Cheerful".

The 2 essential super excellent griffin items:
Portrait of the King of Griffins (Artifact: +5 defense for all units, +2 morale Griffins) (allows RG's to cooperate with dragons with no penalty)
Griffin's Banner (Regalia: +5 attack of Griffins, -20% leadership of Griffins)

The lesser griffin item:
Golden Feather (Regalia: +1 speed of griffins & 1st level creatures)

The mind skill 'Voice of the Dragon' (up to +2 morale for animals).
The Blue Dragon Pet (+1 initiative for animals)

RG's are Furious (always retaliate). (Especially effective when the RG is thrown right into the middle of many enemies. Makes highly efficient use of the empowerment/defense spells)
RG's have innate +50% Magic Resistance. (Making them excellent for attacking Evil Gremlin Towers or any enemy that attacks with magic type damage)
RG's do Double Damage to Dragons. DDD:grin:
RG's provide +1 Morale to Humans & Griffins in the party.
RG Cheer talent +50% attack and initiative for humans & elves, 2 rounds.


With Mage Amelie
Going up against any enemy whose main attack is physical or magic type this empowered RG stack will prove invincible.
http://img246.imageshack.us/img246/9339/griffinstatswithmage.jpg


70 Royal Griffins eliminate the troop of 62 Black Knights
http://img213.imageshack.us/img213/7365/blackknightsdeadcropped.jpg


Some possible move combos for the first 2 rounds:
(just loose basic ideas, certainly many order of operations possibilities)

(1)
Teleport Paladin strategically to enemy front lines
Move Royal Griffin near Paladin
Summon Angelic Guards
Arch-Mage cast Magic Shield on Royal Griffins
Inquisitor cast Holy Anger on Royal Griffins
Demonologist summon demons
Paladin 2nd Wind Royal Griffins
Royal Griffins cast Cheer on Paladin, Arch-Mage & Inquisitor
Inquisitor cast Holy Anger on Royal Griffins
Cast Berserker III or other empowerment's on Royal Griffins

(2)
Move Royal Griffin strategically into place
Cast Phantom on Royal Griffins
Royal Griffin summons Angelic Guards
Arch-Mage cast Magic Shield on Royal Griffins
Inquisitors cast Holy Rage on Royal Griffins
Demonologist summon demons
Royal Griffin (phantom) summon Angelic Guards
Paladin 2nd Wind Royal Griffins (real) for attack or Arch-Mage (for early trance/crit strike)
Move Paladin
Royal Griffin (phantom) Cheer or attack
Royal Griffin (real) move into position
Cast Phantom on Royal Griffin (real)
Royal Griffin (real) attack
Continue Mana Accelerator + Phantom Royal Griffin + Summon Angelic Guard every round for Griffin flood

(3)
A variation can be included in any army consisting of RG's & paladins where Phantom is cast on the Paladin (instead of the RG) with the intent that the Paladins 2nd Wind talent is used on the empowered RG to further exploit the RG's empowerments.



Those poor elves. The noble Paladin shows his remorse for the hopelessness of the situation.
http://img202.imageshack.us/img202/6351/thosepoorelves60sadpala.jpg (http://img202.imageshack.us/i/thosepoorelves60sadpala.jpg/)


It was destined for doom. The elves have no place to run.
http://img42.imageshack.us/img42/2676/evenmoresadforelves70c.jpg

Smash
02-19-2010, 01:00 AM
That was how i finished this game first time (and only cuese got bored) as mage.
RG
Shamans
Paladins
Inc
Archmages
my standard army ;).
Only difference are that you forgot to write about target spell to cast on RG to get full potential of "Unlimited Retaliation" and their buffed resistance.
Phantom spell i was using on paladins instead of RG, second turn for RG and resurrection in one spell? Come on, must use.

WhYdOyOuThInKtHaThApPeNeD
02-19-2010, 01:17 AM
That's nice use for target. I haven't got into using it at all yet. I'll add it, thanks.

Yeah I often think about how nice it is to use the Phantom on the paladin to get the extra 2nd wind and if I should do that instead of phantom the RG. I rarely need to resurrect though (1 is enough), I only play on hard so far.
I just get stuck on how nice it is to have so many extra stacks of units flying around and drawing fire, I've got a thing for summoning. Also the Paladin is so slow it misses almost everything too often and so does the phantom.

WhYdOyOuThInKtHaThApPeNeD
02-19-2010, 09:03 PM
This strategy requires some form of speed enhancement to really work well. On smaller battle fields it should work well without speed enhancement. It will work to some degree on any map without speed, but not as well.
Also it's only viable for enemy armies that are mostly flightless with fewer action points.

If no speed boosting items have been discovered, these two options are reliably available:
Mana Accelerator used every round it will help to cast a Phantom every round as well. But will use up a Rage Skill casting.
Haste spell will use up a precious spell round. However Haste III only costs 10 mana and gives your entire army +2 speed for 4 rounds. With Mage class higher magic, Haste III + Phantom can be done in round 1.

Speed boosting items (if discovered) will save you spells and rage skills for other uses:
Belt of the Victor (artifact) provides +1 speed to all units but is a very hard to find composite item included in the gift bag. (special mod needs to be installed)
Skates (boots) provide +1 speed to all pedestrians on snow terrain. (gift bag mod)
Boots of the Pilgrim (boots) provide +1 speed to the slowest troop
Ogre Sandals (boots) provide +1 speed to Ogres, Giants & Trolls


The Ogre set is excellent for this strategy and Giants in general.

--- Ogre Set ---
+2500 Leadership (allows 1 more Giant and helps for the next one)

Ogre's Club (weapon) (finding 2 of these is really nice for the 40% damage increase)
+4 Attack
+20% Damage for Ogre's, Troll's & Giant's

Ogre Sandals (boots)
+2 Defense
+1 Speed of Ogre's, Troll's & Giant's (this is the real sweet deal, lucky if you find 2)

Ogre's Belt (belt)
+4 Defense (many better items can fill this slot, but with the set +4 def. is pretty good)

--- end Ogre Set ---

Other items of special benefit to Giants:

Horn of King Borg (artifact)
+5 Attack to all Dwarfs
–10% Leadership requirement for all dwarfs (includes Giants)
–1 Initiatives to your humans and elves

Fighting Pole-axe (weapon) (sorry don't know the actual in game name)
+20% Damage for fighters with melee weapons

Drill (weapon) (always found after defeating the Driller boss)
+25 Physical damage
-1 Initiative
Only affects fighters with melee weapons


Army Composition:
The idea being the mages all have pretty good range attack. Arch-Mage can Magic Shield the main Giant stack. Demonologist, Druid & Royal Griffin all summon free support units. RG is a fast and powerful tank unit.
Several good substitutions might be: Shaman for totem of life to bring defense and healing to the invading Giants + Dancing Axes for healing and offensive strike. Hunters for strong range attack. Trolls for super tank, especially if holding the Ogre set items. Dragons for fast powerful tanks.
http://img534.imageshack.us/img534/620/armycompgiant.jpg (http://img534.imageshack.us/i/armycompgiant.jpg/)



The Power of Phantom Giants Strategy


(1) First activate running for Giants, move Giants towards enemy army but don't use the last action point.
http://img695.imageshack.us/img695/8733/giant160.jpg


(2) Cast Phantom on the Giants and place the phantom Giants 1 space in front of the real Giants so they start as close to the enemy army as possible.
(3) Instruct real Giants to do Earthquake.
http://img24.imageshack.us/img24/5199/giant260.jpg


(4) Activate running for phantom Giants, move giants toward enemy army, but save the last action point.
http://img63.imageshack.us/img63/3043/giant360.jpg


(5) Instruct phantom Giants to use Earthquake for their last action point.
If there aren't too many obstacles on the field it's possible to have the phantom Giants in the midst of the enemy army for the 1st Earthquake in the 1st round. If you keep your real army back the enemy army will most likely target the phantom Giants, saving your real army and giving you more rounds to wear them down. (in this photo the enemy is weak so I'm just charging)
http://img294.imageshack.us/img294/8966/giant460.jpg (http://img294.imageshack.us/i/giant460.jpg/)


(5)At this point it's possible to continue to Phantom the real Giant stack and flood the enemy army with Giant tanks and Earthquakes.
Use Mana Accelerator to maintain mana.
http://img42.imageshack.us/img42/9951/giantphantom170.jpg


Look at that angry Polar Bear, he doesn't like earthquakes!
In this scene all enemies are attacking the phantom Giants and ignoring the real army which is a bit further back.
http://img693.imageshack.us/img693/3368/giantphantom270.jpg


The Phantom Giants work really well in this battle against all Hyenas.
Granted this is a very easy battle and almost anything would work well.
http://img402.imageshack.us/img402/5862/giantshyenas60.jpg (http://img402.imageshack.us/i/giantshyenas60.jpg/)


Here is a scenario using Mana Accelerator to get the real big Giant stack as close to the enemy as possible before 1st Earthquake.

Giants use run and move into place saving 1 action point. Phantom is carefully placed first. Mana Accelerator is carefully placed 2nd.
http://img687.imageshack.us/img687/1863/giantmanaaccel160.jpg


Real large Giant stack grabs Mana Accelerator gaining 2 action points (this is later stage MA upgrade, early has 1 action point). Moves 1 more space toward the enemy lines (having gained a total of 2 move spaces plus 1 extra action point remaining). Main large stack uses Earthquake with impressive results.
http://img64.imageshack.us/img64/6016/giantmanaaccel260.jpg

Hyenas make their move. Luckily most went for the Executioner, the others just ran up to the real Giant stack and did nothing, some attacked the phantom Giants. Now phantom Giants Earthquake.
http://img237.imageshack.us/img237/1465/giantmanaaccel360.jpg


3rd phantom Giants are made. So far the Giants and phantoms have done most of the work. Ideally I should have had Arch-Mages (Magic Shield) and other mage/range units supporting them. The Dragons and Troll did nothing the whole match but move around or defend.
http://img715.imageshack.us/img715/7201/giantmanaaccel460.jpg

loreangelicus
02-19-2010, 11:35 PM
How about doing something for the Emerald Green Dragons? IMHO they are the best unit to Phantom since all you need is the initial level 3 Phantom cost of 25 mana, and the Phantom EGD would recover that for you by using its mana blast ability; you don't even need mana accelerator to fuel the steady stream of Phantom-ed EGDs.

WhYdOyOuThInKtHaThApPeNeD
02-19-2010, 11:56 PM
How about doing something for the Emerald Green Dragons? IMHO they are the best unit to Phantom since all you need is the initial level 3 Phantom cost of 25 mana, and the Phantom EGD would recover that for you by using its mana blast ability; you don't even need mana accelerator to fuel the steady stream of Phantom-ed EGDs.


Yeah that mana shock is quite nice. I'll try to use the Emerald Green sometime. I've just never used them. I only used them in the early game when they were the only dragon available. Their speed of 7 is too low for me and if using a dragon I really like the benefit of the double hit from Red & Black fire, I totally exploit that. Plus R&B are much tougher imo.

I have a question about how the Emerald Green Dragon mana shock works. It seems to get more mana the more dragons are in the stack. But how much is the mana acquisition affected by the quantity of units that are shocked? Meaning, if I can only land between 2 stacks of enemy units will it give me less mana than if I got a situation where the mana shock hits 4 different stacks at the same time? Or how about if 1 of the enemy stacks being shocked only has very few units in it and the damage done by the shock far exceeds the total life of that stack, does it still give the same quantity of mana from that stack?

Probably the big turn-off for the mana shock, which is one big reason I don't use the EGD that much is it seems like sometimes I get like 1-2 mana from it even if other times I get as much as 24 mana (the most I can remember getting).

I wonder if I should put the question as a new topic in case some people don't read this far down in this one...
It would really be nice to know the exact and complete mechanics for how the the EGD mana shock works.

WhYdOyOuThInKtHaThApPeNeD
02-20-2010, 12:51 AM
see pic

Metathron
02-20-2010, 01:46 AM
I love fire flood. Also, emeralds come in handy when you want to get that one stray stack back in line. ;)

Zechnophobe
02-20-2010, 01:52 AM
No, please don't start more threads just for one question. It tends to clog up the boards, making it hard to find things. People will go to page 2 to answer a question on here, don't worry :).

As for mana source ability for EGDs, it is dependant on the total damage dealt. So if you have more than one target, it will do more total damage, and gain more mana. If you have more EGD's, it will do more damage.

If you finish off a stack of one peasant though, it will do just that little bit of mana, and net minimal mana. You can often get 3 or 4 stacks with it late game, and is a great way to fuel a combat, and is the rival of the black and red special abilities. Less damage, but can often fill your mana to the brim!

loreangelicus
02-20-2010, 12:14 PM
Yeah that mana shock is quite nice. I'll try to use the Emerald Green sometime. I've just never used them. I only used them in the early game when they were the only dragon available. Their speed of 7 is too low for me and if using a dragon I really like the benefit of the double hit from Red & Black fire, I totally exploit that. Plus R&B are much tougher imo.

I have a question about how the Emerald Green Dragon mana shock works. It seems to get more mana the more dragons are in the stack. But how much is the mana acquisition affected by the quantity of units that are shocked? Meaning, if I can only land between 2 stacks of enemy units will it give me less mana than if I got a situation where the mana shock hits 4 different stacks at the same time? Or how about if 1 of the enemy stacks being shocked only has very few units in it and the damage done by the shock far exceeds the total life of that stack, does it still give the same quantity of mana from that stack?

Probably the big turn-off for the mana shock, which is one big reason I don't use the EGD that much is it seems like sometimes I get like 1-2 mana from it even if other times I get as much as 24 mana (the most I can remember getting).

I wonder if I should put the question as a new topic in case some people don't read this far down in this one...
It would really be nice to know the exact and complete mechanics for how the the EGD mana shock works.

Well, I wasn't quite exactly comparing the EGDs to reds or blacks. I just think that they are the best units to Phantom since you don't usually need more mana to fuel the stream of Phantom EGDs.

I'm early in my game and I haven't used Phantom-EGDs yet, but in KBTL I had the lineup demoness-inquisitor-EGD-shaman-demon for my impossible Paladin game and pretty much dominated enemies (7-day game/no-loss) using the Phantom-EGD tactic. As with the Giant tactic you showed, just move the EGDs forward and leave one move space left (and in KBTL they almost always moved first due to relative high initiative) then cast Phantom on them. Move the Phantom EGD to the enemy lines and WAIT. Enemies will swarm and pummel them, but due to high defense they will survive; do mana blast.

Late-game I was getting back 18-35 mana with the initial mana blasts. And this was in KBTL where a Paladin could only Phantom less than 50% of the original EGD stack; in KBAP you even have the Summoner skill to increase this.

The thing is, you only do this the first 3-4 rounds or so. By then, you would have decimated the enemies and there really is no need to Phantom more in since they would get back less mana due to less enemies.

But you are still correct, in KBAP there are other tactics, and better ones at that. Compared to KBTL, KBAP increased the stats of level 4-5 units, which is why red and blacks are usable now (they had pathetic stats-to-leadership ration in KBTL, and the burning mechanic is better in KBAP). I currently use another tactic though, black knights-repair droids-guard droids-repair droids; easy no-loss battles for my impossible warrior game (so far).

WhYdOyOuThInKtHaThApPeNeD
02-20-2010, 12:14 PM
A highly effective strategy I found for Thomas Torkve.

Located in the underground cave on Elon called 'River of Life' he's always got an army of a lot of Paladins and Inquisitors.
As far as I've seen he never casts any offensive damage magic. I always saw him cast Divine Armor on his Paladins and sometimes a Battle Cry. Knowing this is really helpful for building a good strategy against him.
If enough of his stacks are damaged in the first round he'll have most of his Paladins & Inquisitors casting resurrection magic.

Flooding him with summoned units using Druids, Royal Griffins & Demonologists worked well for me. Royal Thorns, Dryads & Demons should work well too but i haven't tried. Despite the +150% power of Paladins & Inquisitors against demon class units I didn't find this to be any trouble.

Phantoming Royal Griffins and flooding Angelic Guards works really well. Angelic Guards have 50% resistance to physical attack which the Paladins are doing and 25% to magic which the Inquisitors are doing. Royal Griffins have 50% resistance to magic so have them take out the Inquisitors. Royal Griffins on the Inquisitors will prevent them from range attacking your mages.

Even though the Paladins still take out quite a few Angelic Guards per hit they can't keep up with the flood if Mana Accelerator is used to guarantee a Royal Griffin phantom / Angelic Guard summon used every round.

Giants added to this worked well for me too. Phantoming Giants kept the Paladins quite busy and the Earthquakes were nice.

With Druids and Demonologist summons reloading every few rounds and phantom Royal Griffins summoning Angelic Guards the Inquisitors die quite early, the paladins become totally surrounded on all sides with reinforcements building up faster than they can eliminate them. Mages attacking with range on top of this. Thomas Tvorke is very easy. Granted I played him after I had gotten quite strong, I think this should work even when weaker.

http://img246.imageshack.us/img246/2905/torkvefight.jpg (http://img246.imageshack.us/i/torkvefight.jpg/)

Metathron
02-20-2010, 01:39 PM
Did you obtain that many demonologists through sacrifice?

Smash
02-23-2010, 07:42 AM
Depend of game you can buy as much as you need. Inc are still better for res.

There is dwarf weapon that lower leadership cost by -15% iirc.
Phantom spell plus only PAladins won me all maps fights in verona with no loss ><.

axelle
07-29-2010, 10:26 PM
is it me or it looks like your forgot about this weapon (http://www.gamebanshee.com/cgi-bin/search/banshee_search.pl?KingsBounty_Items.itemname=Great +Druid%27s+Staff&_layout=KingsBounty_Items&_cgifunction=search) for your royal griffin set.