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great tactic is to move someone out, then put a trap behind them, and wait with the rest of your units. The Assassin's hop out to backstab, hit the trap, don't backstab, and don't return to where they started.
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ha ha ha thats dick. I never thought of that. I would do that strategy more for comedy than anything else. Good idea.
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For me, the most annoying units are those with damage over time effects, as they get in the way when you're trying for a no-loss victory and they are the only units left. Alchemist is at the top of that list.
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yea they are a real pain in the ass. Fear and magic lock is your best bet. i prefer fear most for a few reasons.
1. its chaos magic. i always max out chaos magic before anything else since all yours damaging spells at the beggining of the game that have any real use are chaos spells
2. it last for 4 rounds. That gives you plenty of time to wipe out most threats and then kill the bastards later
3. it only cost 10 mana at level 3. I mean come on, only 10 mana. A mage could shit that out.
4. the enemies cannot attack at all if your army is of a higher level.
5. they changed this in KB:AP but in TL, it causes the enemy not to use any of thier skills.i remeber fighting demoness's in demonis and casting fear on them so that they couldn't use thier swap ability in TL but i tried using that tactic against a group of assasins in AP, needless to say, my units got a knife jabbed up thier asses
for some reason, the dwarven areas seem to be overloaded with cannoneers and alchemist. why? that makes things so difficult when you first go to montero or the dwarven land in TL. put more dwarves, miners, and foreman in the army, not archers.