What exactly counts as Archers?
I always feel unsure as to what exactly the game counts as "Archers". I don't think it actually counts every unit that has "Archer" in its description.
Obvious ones that are included: Hunters Elf Archers Undead Archers What about the others? I've had so many items this game which all add a bonus to Archers, that I don't actually have the item slots for them all :) I just found a second elven crown along with unlimited hunters, so I've now included the Elven archers (Hunters and the standard) in my force since they don't have bad morale alongside my undead dragons now. (Really love the AoE poison breath, amazing for bringing in Rage.) I have a bow which adds +20% crit to archers, so unless someone has a better list, I guess I have to take all ranged units one at a time and check if their crit has been raised? I also have the Elven bow (Full Elven set in fact, with 2 crowns hehe) which gives +15% damage to archers. Now if that works with Cyclops who have the "Archer" attribute, then I know what I'm recruiting next! Any help with a list of "Archers" appreciated, thanks. Does Count: Elven Archers Hunters Undead Archers Doesn't Count: Cyclops ( :( ) |
I know human archers, both types of beholders, goblin archers, and dwarven cannons count.
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I was considering trying cannons, but may have morale problems and I've never been keen on goblins. I never knew Beholders counted, I have a stack of Evil Beholders from one of the earlier islands I think. I'll have to try them out. I'll also test and make sure they all count as archers (for sure), then I'll add them to the list if they do, thanks! |
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. |
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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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 :) |
Yeah, the Pass ability is great!
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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 ? |
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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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...) |
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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. |
It doesn't work like this.
If zombie waits, it will get its turn on the sub-turn before the bowman has moved, and so, you won't be able to use it twice. However, if you have 2 archer-type, you can use both of them in the same turn :) On the other hand, mini-phantom can work. |
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Yeah, I'm uncertain as well... That was a supposition, but come to think of it, it may not work... Guess we have to test it first :)
I've been thinking about an archer party for quite a while... I guess I may as well do one. The main thing I'm still pondering about is should I go for Trigger and its built-in archer crit or for Telescopic + Ale barrel (that gives +100% base attack to all archers in addition to a nice crit bonus), because unless I pick a mage, I can't go for both (I need 2 artifact slots for those, and with warrior/paladin + trigger I have only 1)... It would require some further planning I guess. |
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On Moro: Elven Bow Elven Crown Marshal's Baton Dragon Cloak On Me: Elven Crown Marshal's Baton Axe of Lightning Bow of Skill Slippery Cuirass Protective Bracelets Pilgrims Boots Dragon Chain I could actually put in the Telescopic sight instead of the Dragon Chain, as I did find one of those. I also have the Barrel, but no Artifact slot to use it in :) It adds +100% attack, but that's to the base, not modified value I think, so not much use for skele archers. Nice boost to Elven Archers and Hunters though. The crit bonus from Trigger is nice (more so because it applies to a wide range of troops) but as you said, unless you're playing a Mage, you won't have enough slots for Artifacts (Though the Orc Armour Bearer has one I think). I wish I'd started my game as a Mage and found those items now :P The Phantom method doesn't work either by the way, so it's impossible to give a single unit 3 turns in one go. It's perfectly possible to give 3 Archer units 2 turns each in one turn though. As a mage I suppose you could keep up 2xPhantoms every turn since you only need to cast the level 1 version of the spell to get the extra-action skills. The number of troops in the phantom unit doesn't matter. Or cast Mass Precision for 6 Archer attacks all with +40% damage in the first turn...Why oh why don't I have a mage yet. New run through for me soon I guess hehe. By the way my army for testing was: Zombies Paladins Hunters Elf Archers Skeleton Archers It's also worth noting that the Paladins Second Wind, doesn't work on Undead, so remember to Pass to them with the zombies and phantom the Paladins to Second Wind both Elf units :) On a side note I've not found any better gloves (Those are +1 defense +50 leadership) or boots (+1 speed to slowest troops) what do people usually end up using for those slots. |
Not bad at all! Right now I must confess that I'm abusing the save game scanner in order to get a favorable start. By that I mean at least a few Elves and Hunters easily accessible (preferaly not in castle Telion/Anorion, as they are protected), telescopic sight, yew bow, dagger of judgment, belt of luck, maybe elven bow... Kinda hard to get it, but we'll see :)
It will be fun to get a game with critting archers. EDIT: BTW, in about 5 out of my 15 attempts, there were no hunters or elves at all in the game. That's a disturbing percentage... The scanner sure helps when you want something specific from the game. |
All you need is 1 stack of paladins and 1 stack of zombies and you can get 3 turns. Like this:-
Archers attack. Paladins attack. Cast phantom on paladins or zombies stack. Next unit to act (either phantom or zombie) cast 2nd wind on archers. Then next unit to act casts 2nd wind on original Paladin stack. Archers take 2nd turn to attack. Original Paladin stack casts 2nd(3rd?) wind on archers. Bingo! ;) At least in theory anyway! It's 2 am here and i'm going to bed. :confused: |
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Well, it would really help if the abilities were segmented, I grant that. Most of the items that affect ranged units, when "combined" with the description of the unit can lead to pretty misleading conclusions.
If you want, I can try to isolate the items that affect the ranged units and provide some info about which troops they affect. |
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Hmm, I'm kind of displeased with the archer party. I admit that they can dish a lot of damage in no time, but they are way too frail for my liking... Even if you babysit them as best as you can, you will suffer losses (playing on hard, impossible will be even tougher). They also tend to perform very poorly against bosses... But they are fun, I grant that.
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I think the most important thing is a decent tanking unit that can be easily ressed. Such as Paladins. Alongside the Target spell. |
Hmm, that's my problem indeed :)
Actually, come to think of it, there is one unit that can fit an archer party - that's the Mage of the Light from the Army of the Light mod. Mass ress, gift, healing, 30% physical resistance... That can be fun. |
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I'm probably going to cut back on my archers soon, I'm on Shetarra and just found some executioners and Demonesses, so I want them in my force. They're actually not in my playstyle, too slow for my liking, but I find them more interesting than Archers. (I have almost the entire Demon set as well, with the whip etc. Just looking for the last part.) |
Well, I managed to get it working without problems by simply adding/replacing the english translation. I suppose there are still some bugs or something to work out (the missing images are still a problem, but I've gotten used to it).
As for demons, they can be fun - if you have a nice supply of demons and executioners, they rock :) |
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If I recall correctly, bowmen, elves, high elves, cannoneer, goblin, catapulter? and there are a few others. Found it! http://forum.1cpublishing.eu/showpos...1&postcount=58 Archers - for the sake of the set Skeleton Archer, Archer, Cannoner, Goblin with the Catapult, Elf, Pathfinder, Goblin. (Only for an item the Optical sight and the complete set of the Sniper) |
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