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Originally Posted by Tianx
Jarl: Pretty much the none heal, none rez version of paladin. The "Cleave" and "Cry" ability are pretty weak though. Relatively low init, but works good as tank. Decent HP per unit.
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Cleave is pretty nice. It means he can hit 5 enemies over every 3 turns and still take only 3 retaliations. That's +66% free damage. Cry I agree is kind of meh, but situationally a nice boost on turn 2. Daring can be great with +crit equipment.
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Originally Posted by Tianx
Berserker: Double counter is good but nothing else really shines.
Vikings: Good strike units, plan to loss a lot of them in the fights though.
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Berserker (ability) is cruise control for killing everything. Berserkers (unit) can reach ~90% crit rate as soon as you start the game. Attack will also be insanely high for a T2/3 unit, closer if not greater than a T4/5. Keep in mind that the doubling of crit and attack happens AFTER morale and other boosts, so your +20 attack +10% crit hero is now +40 attack +20% crit for them. Probably some of the highest effective damage per leadership units in the game.
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Warrior Maidens are a must have and I get them as soon as I find them. They've got this long distance attack that can pretty much wipe out an entire enemy stack if you have enough of them. They also have a healing ability that is pretty strong. Their attack is decent as well.
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High initiative, huge speed, Messenger of the Gods (-10% attack and defense to nearby enemies), Beautiful (30% miss chance to males), 20% resistance to physical, and flat-out high HP/leadership is great as well. Great as tanks, skirmishers to quickly get to enemy archers, you name it.