Quote:
Originally Posted by BB Shockwave
In my first Walkthrough of AP, there were only about 120 Gorguls in the game. I had to use Sacrifice (as a Warrior!) to get the rest. IN my current walkthrough... there are NO Gorguls ANYWHERE. Not that I plan to use them, just checked out of curiosity.
Frankly, I wish units of Elven/Demon/Lizardmen races would appear more often in other islands too. I never have trouble finding humans, orcs or Dwarves, they are everywhere.
Intersting thread, as I am considering using Demons in my next walkthough. On Hard, as on Impossible the halving ability of Archdemon and Charm of Demoness would be of very little use.
I would consider a line-up of Archdemons (skirmisher,hit-and-run), Demons/or Executioners(tanks), Demonesses (support unit/charmer), Demonologists (summoners/ranged attackers) and Scoffer Imps (ranged attack, skirmisher, debuff). I am thinking about using Cerberi instead of imps, I might lose ranged attack, but their new "charge" ability and 3-headed attack would make them excellent blockers for archers, specially with stone skin. As for Demons/Executioners... I might swap them depending on battle. They have similar stats and abilities, but Executioners are slower and thus better tanks, and have one de-buff talent and a de-buff ability, while Demons are jack-of-all-trades: they buff your units, they summon fodder, and they are fast too.
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Yeah, it is a little sad that you really have to kite or get lucky with certain maps to make use of some of these troops.
Heh, just imagine how much harder it is to Sacrifice in Impossible mode due to diminished rage rates, etc.

Actually for lower HP units as the "target of growth", it isn't too bad. Level 1 Sacrifice a Level 5 Unit instead, so they are easy to heal as opposed to consuming resurrections.
I don't see how Impossible mode precludes you from using the Archdemon and Demonesses excellent abilities. If the enemy becomes weakened enough, the Halving still works wonders, same with the Charm ability. You probably just can't do it in round 1.
You can use the new old spell "Soul Draining" to help get to this goal too.
What is this new charge ability of the Cerebi? If you mean "Leap", they always had that in AP. Did they improve it?