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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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Favorite units / items / spell combo's (no rune mage / paladin)
What's everyone's favorite strategy, using a combination of units and/or items and/or spells? I'm looking for some inspiration for my next playthrough. As anything involving rune mages and/or gathering around paladins gets boring quickly in my opinion, I'd rather hear some other suggestions. As such it doesn't have to be zero losses for me, but I do play on impossible, and any strategy would still need to limit losses to be realistic I guess.
I'll start with some that I've used, including most of the usual ones: - Royal snakes + the 3 additional damage snake rings and snake boots (I had 2 rings with my viking playthrough, but I heard someone even had 3 with a soothsayer class) - Unlimited retaliation from demons / griffins + 95% physical resistance from items / spells, possibly in combination with target. In particular I never get tired of the demons getting non stop additional attacks when being swamped. - Mass summoning army: Dryad + Royal Thorn + Demonologist + Druid + Demon/Engineer/Royal Griffin, ideally with Crown of Blackthorne + Whip + Assassins dagger for maximum damage from Royal Thorn + thorns summoned by Dryad and Royal Thorns. I really enjoyed this build, blocking the entire field with summons, but battles tended to last a while. - Black knights + zlogn. Not possible in this game, probably for the better as is grossly overpowered and gets really repetitive - Droids. Obviously overpowered, and simply boring. - Goblin army - was overpowered in Crossworlds, but I think goblins might have been nerfed a bit now, not 100% sure though - Orc army: again I think the backbone (Orc Veterans) might be nerfed a bit compared to Crossworlds...anybody sure on this one? - Summoning mage: Book of Evil + Chaos Dragon + Ancient Phoenix. Fun to try once, but I found it to get old rather quickly as well. - Alchemist + Engineer "melee" + crit hit chance items + dwarven leadership items. Both units have very wide damage range, so benefit greatly from critical hits, and can both hit multiple enemies from (mid) range. Was very powerful, but I couldn't resist and kept summoning droids with the engineer, so it got boring again. - All girl army: dryad, forest fairy, lake fairy, demoness + whip / assassins dagger...I think the girl boosting dresses are no longer in the game right? Must be to prevent a cross dressing Olaf? I haven't tried it in Warriors of the North, but with the amazing Warrior Maidens added in the mix, this could still work very well. - Soothsayers: I found Loki's touch to be extermely useful, and their basic damage is excellent as well. Some minor heal/resurrect, decent health, good initiative make for a borderline overpowered unit. Things I haven't tried, but would be interested to hear if anybody else tried: - Anti - undead army of priests, inquisitors, unicorns and black unicorns. Should be excellent against all the undead, and both unicorns again have a high max damage, so critical hits should be nasty. - Spider army + 50% damage belt + whip / assasins dagger. Great damage output, but impossible to control losses somewhat? - Demoness + Ancient Ent to get the Ancient Ent directly into melee range to use their amazing melee stats + rooting ability - Any combination of Orcs + Vikings: there seem to be a bunch of Orc + Viking items: anybody found a particularly good combination? - Imps / scoffer imps / cerberi: Anybody food a good combination for (some of) these units? They seem decent to me, but I never used them much. |
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