View Full Version : New units
Tianx
11-17-2012, 07:06 AM
Besides the viking units, are there any new units for the other races?
The only one I have seen is Jotun which is still Norse unit but considered neutral.
Nirual
11-17-2012, 07:17 AM
there are frost spiders and ice dragons, both neutral and obviously kinda related in theming.
then there is the Lava Golem, which can only be summoned by a valkyrie skill so they kinda count as viking units despite being neutral.
Rune Mages arent new but changed considerably to work with the viking runes aswell as unused hero runes.
ckdamascus
11-17-2012, 12:47 PM
Almost every race/unit has a subtle difference.
Archdemons can do AoE attack now with 4 reload, all demons release rage balls when killing, they also get a bonus if they hit with a critical...
Dwarves like to retaliate harder (15% bonus to person who hit them last)
Humans/Elves work better in familiar terrain (whatever terrain you have fought the most in, bonus to attack/defense stats)
A few other small details...
camelotcrusade
11-17-2012, 09:35 PM
What CK said. You will find a lot of tweaks and ehancements to units across the board, so it's fun to discover them all and play around with it, I think.
Tianx
11-17-2012, 10:36 PM
I was hoping for more real combos to try out than the races we see already. But oh well, wonder if anyone is willing to do a mod for AP or CW later to include the Viking units.
Razorflame
11-17-2012, 11:02 PM
there is a new combo with runemage+phantoming
AFAIK
but when i find some new ones i will post them here;)
Nirual
11-17-2012, 11:35 PM
there is a new combo with runemage+phantoming
AFAIK
but when i find some new ones i will post them here;)
Nope, Runemages always had the phantom skill.
Razorflame
11-18-2012, 12:42 AM
but not with the runes;)
Nirual
11-18-2012, 07:33 AM
but not with the runes;)
Yeah, like I said above they changed the Runemage considerably to reflect the rune system. Only change to the abilities themselves is that they have charges fueled by runes and ressurect was replaced by runic word.
gunnyhighway
11-18-2012, 01:35 PM
Sucks that I always feel forced into playing humans because all the other units are meh at least to me. Vikings could be a lot more fun if someone made a increased hp mod for them.
tiberiu
11-18-2012, 01:44 PM
Sucks that I always feel forced into playing humans because all the other units are meh at least to me. Vikings could be a lot more fun if someone made a increased hp mod for them.
You can mod them yourself if you want. :)
Just edit the ses.kfs file. If you need help just ask. I started modding the units and the spells and the game is much better balanced now.;)
gunnyhighway
11-18-2012, 02:31 PM
nice thanks
Razorflame
11-18-2012, 02:52 PM
Sucks that I always feel forced into playing humans because all the other units are meh at least to me. Vikings could be a lot more fun if someone made a increased hp mod for them.
amazing;) I really hate humans
the only 2 good units are inqi and paladin(not even gonna mention the OP one)
i always liked dragon army or droid if i wanted to be lame;)
the undead were also quite interesting but sadly they sucks in WOTN :(
demon army is made easier now with the rage balls
and haven't tried a lizard army yet
dwarves were the only race i really said MEH to:P
and orc are so so
ckdamascus
11-18-2012, 03:55 PM
This is what I love about this game. From minor disagreements, you learn little nuggets of info!
I normally hate humans, but um. Horsemen are extremely extremely good and were my #1 damage dealer in my last playthrough. :) The Drill also works on them now (I vaguely recall it did not in Armored Princess).
Although I 'abused' the rune mages for it, ultimately I found the horsemen were the ideal shock units instead of my Rangers as assault units (until I got 100% crit but that was so late in the game).
There are no lizard armies in here, yeah? Yes, I'm curious on experimenting with the other races. If I can withstand "losses", I'm even more curious in carrying a large contingent of excess reserve units.
Just started my 2nd playthrough as a Soothsayer/Mage and I must say the synergy of vikings is INSANE. I can't see how anyone would say they are terrible. Skalds mass buff/debuff, excessive rune of luck ... sure other builds might be a bit more efficient but it wasn't terrible by any stretch of the imagination.
By the way, did anyone even SEE peasants for sale? A single stack of peasants even with losses would be... somewhat humorous? :)
gunnyhighway
11-18-2012, 04:57 PM
amazing;) I really hate humans
the only 2 good units are inqi and paladin(not even gonna mention the OP one)
i always liked dragon army or droid if i wanted to be lame;)
the undead were also quite interesting but sadly they sucks in WOTN :(
demon army is made easier now with the rage balls
and haven't tried a lizard army yet
dwarves were the only race i really said MEH to:P
and orc are so so
I just liked humans as far as it seems so easy to get no-loss with them.
I love demons the best but without the spell to heal then it sucks.
Dream team for me would be demons and the warlock. The unlimited retaliation is amazing with some demons.
gunnyhighway
11-18-2012, 04:58 PM
This is what I love about this game. From minor disagreements, you learn little nuggets of info!
I normally hate humans, but um. Horsemen are extremely extremely good and were my #1 damage dealer in my last playthrough. :) The Drill also works on them now (I vaguely recall it did not in Armored Princess).
Although I 'abused' the rune mages for it, ultimately I found the horsemen were the ideal shock units instead of my Rangers as assault units (until I got 100% crit but that was so late in the game).
There are no lizard armies in here, yeah? Yes, I'm curious on experimenting with the other races. If I can withstand "losses", I'm even more curious in carrying a large contingent of excess reserve units.
Just started my 2nd playthrough as a Soothsayer/Mage and I must say the synergy of vikings is INSANE. I can't see how anyone would say they are terrible. Skalds mass buff/debuff, excessive rune of luck ... sure other builds might be a bit more efficient but it wasn't terrible by any stretch of the imagination.
By the way, did anyone even SEE peasants for sale? A single stack of peasants even with losses would be... somewhat humorous? :)
Yea I actually tried out skald units other day and despite the low hp and damage that buff and debuff is epic kinda op i think
Tianx
11-18-2012, 06:20 PM
I just liked humans as far as it seems so easy to get no-loss with them.
I love demons the best but without the spell to heal then it sucks.
Dream team for me would be demons and the warlock. The unlimited retaliation is amazing with some demons.
I agree with the demon units, even in AP, they were pretty good but seems to be even better in WoTN. Too bad there is 0 way of healing them... I kind of wish the fire spell would heal them instead of damaging them :)
Lancian
11-18-2012, 06:25 PM
.. I kind of wish the fire spell would heal them instead of damaging them :)
Yeah and I see how I'm telling my crying phoenix "just chill the **** up, dude" :D
ckdamascus
11-18-2012, 09:30 PM
I agree with the demon units, even in AP, they were pretty good but seems to be even better in WoTN. Too bad there is 0 way of healing them... I kind of wish the fire spell would heal them instead of damaging them :)
Well, you use phantom on them, or turn back time. Along with the Berserker axe (+30% crit chance for axe users), it made them particular nasty. With enough demonologists too, they were excellent shock troopers with only the royal griffin being the next best one (not sure why but I hated using those birds).
I'd use my demonesses to teleport executioners OR demons over and the remaining demon / executioner would rip apart the teleportee.
Rune mages could resurrect the demons and so could demonologists. Not en-mass though but you can always use phantom for that purpose.
blacklegionary
11-19-2012, 04:44 AM
I don't understand why ppl say human are terrible. Horseman, Knight, Paladin are all very powerful. No other melee unit can match the power of Knight, Paladin (except Black Knight). Horseman is good damage dealer and have good mobility (even though they aren't flying). On top of that they all have good armor, making it easier to reach physical resist cap. Needless to say, Paladin is a must to play no loss. And in this game, they have new ability to get a free 50% attack and defense bonus (like they need it).
Yeah, Droid can cheese a lot of fights but they aren't capable of slaughter everything like these humans.
Their only weakness is their cost.
tiberiu
11-19-2012, 06:30 AM
I don't understand why ppl say human are terrible. Horseman, Knight, Paladin are all very powerful. No other melee unit can match the power of Knight, Paladin (except Black Knight).
I'm not saying human units are bad, but Ancient Vampires will beat the crap out of Knights and Paladins :) .Horsemen I'm not sure but they should beat even horseman. With Horseman it would depend who strikes first. If Horseman, then maybe Horseman wins. Of course I'm talking 1v1 unit fight.
Needless to say, Paladin is a must to play no loss.
Come on, I think this is an exaggeration. Maybe they save you some time with their mass ressurection but Inquisitors are good too for infinite ressurect?
Nirual
11-19-2012, 10:20 AM
Come on, I think this is an exaggeration. Maybe they save you some time with their mass ressurection but Inquisitors are good too for infinite ressurect?
You can get infinite resurrect from Paladins with Gift or Phantom too. Inquis are only better for long range purposes. I like them for all the extra rage though.
Bunnle
11-19-2012, 10:23 AM
Come on, I think this is an exaggeration. Maybe they save you some time with their mass ressurection but Inquisitors are good too for infinite ressurect?
Infinite resurrection on a single target. A paladin can heal your whole team at once every round, granted they are bunched up around him. They do it better too. One inquisitor heals for 7 at 100 leadership. A single paladin heals for 24 at 220 leadership. 7 x 2.2 = 15.4. Paladins heal for 8.6 more per stack. That adds up.
Infinite resurrection is of course with Gift or phantoms taken into consideration. Even without that, Paladins are still easily the better choice to keep your troops alive.
The only thing that makes the inquisitor's heal better is that it can apply to level 5 units.
camelotcrusade
11-20-2012, 12:56 AM
I'm a sucker for an army full of summoners. With the right talents to remove morale penalties, I like to use royal thorns, royal griffons, druids, choshas (I forget how to spell it... big worms that make tiny worms), demonologists and necromancers.
This time around since I can't get necros or choshas I have used engineers and rune mage for summoners (haven't found any demonologists yet).
And I'm loving that my upgraded ice spear adds +1 ice damage to the attack of my stupidly plentiful summoned thorn warriors. I'm only about halfway through and I've seen a stack of over 2,000 of them plop out of my royal thorn. :cool:
Nevar
11-20-2012, 02:47 PM
I'm a sucker for an army full of summoners. With the right talents to remove morale penalties, I like to use royal thorns, royal griffons, druids, choshas (I forget how to spell it... big worms that make tiny worms), demonologists and necromancers.
This time around since I can't get necros or choshas I have used engineers and rune mage for summoners (haven't found any demonologists yet).
And I'm loving that my upgraded ice spear adds +1 ice damage to the attack of my stupidly plentiful summoned thorn warriors. I'm only about halfway through and I've seen a stack of over 2,000 of them plop out of my royal thorn. :cool:
How's that working for you? I've considered that strat, but I find that even with summons out, I can still lose units easily from ranged enemies.
Razorflame
11-20-2012, 03:36 PM
well quite simple as he says
SUMMONS
AI ussualy targets the summons
esp from the royal thorn
and since most of his units are ranged u can ini bonus
so there will be a 90% the enemy will target summons instead
and on to that build i would add soothsayers
for the ability to control one of their units if possible;)
camelotcrusade
11-21-2012, 12:39 AM
How's that working for you? I've considered that strat, but I find that even with summons out, I can still lose units easily from ranged enemies.
Really well, but it means longer battles due to all the units running around. That's part of the fun though. :) It's extra ridiculous with the rune mages because you can clone the royal griffons, fly them right in the middle of the enemies, and then have them summon guards.
I haven't had much trouble with shooters because most of my units are strong enough to take a hit without losing one - especially after I soften them up with a rage ability. Royal Griffons are fast enough to go first most of the time so you have a chance to run interference... ice ball, ice wall, magic egg, etc. Then when they are all clumped use poison cloud on the next turn and everybody gets poisoned.
If you mix half summoners with a soothsayer and a maiden it's even easier (but you lose the challenge of the all summoner army). The maiden is fast and cleans up mistakes with the resurrect, and the soothsayer buys time with loki's touch for the shock troops to wade in.
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