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Tips and Hints Different solutions, tips and hints.

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  #1  
Old 04-05-2009, 12:17 AM
Amidamaru86 Amidamaru86 is offline
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Quote:
Originally Posted by dukenukem View Post
Hi everbody last day I found new tactic.When I beated baal 500 demons were available for my army.I got them to my reserve squad with Paladin.And my time back was only 15 rage.In the beginning of the fight teleport them in front of enemies.He has furious ability so for every enemy atack he is answering.And very strong creature.After that near end of the second turn time back them and refresh also enemies very very damaged and number discreaed by demons.I want to share...
Hi everybody thanks...
Hi

This strategy was problably the 1st posted here.. kinda not a new one.. It also works better with griffins (more of NPC sells griffins+they fly)
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  #2  
Old 04-05-2009, 08:26 AM
Elwin Elwin is offline
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NOt really demons are way mor effective, griphons do low damage and demon do quite much, especialy to units 1-3 (20k crits while in pentagram was quite normal in late game). Yes they are slow but there are some ways to pet them directrly into your enemies .. Personally i just teleported him at beggining of fight, my brother was swaping him with enemy archers with demoness infernal exchange ability( and with onslaught 3 anga's ruby demoness always go first )
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  #3  
Old 04-07-2009, 12:11 PM
Hento Hento is offline
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What about teleporting Knights in the middle of the enemy, giving it glot's armor, then issuing a circle attack?
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  #4  
Old 04-07-2009, 05:20 PM
Zonc Zonc is offline
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Before they're fully rounded they lose quite a lot numbers, and you have to waste first round spell on teleport.
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  #5  
Old 04-08-2009, 09:50 PM
Vulture Vulture is offline
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Plus in case the armor holds, they can't do anything. Pretty unlikely but at least it's a point :>

Knights are imho a very bad choice as a tanking unit. Their fire resistance doesn't change anything in the missing dmg output and the single-retal aspect. Fire-based attacks, such as imps' and catapults' fire ball or dragons' fire breaths are either a) better off shackled or b) not 'target'able.

As your own dmg mostly extinguishes many issues when facing uncomfortable enemy setups it's imho a bad choice to bring such a defensive-only unit along. Demons, Griffins or at least self-containing 'tanks' like (ancient)vamps are in both dps wise and survival wise a better choice. Or no real tank at all in a range-based setup (and barrage from the hero ie a mage). Even that is - correct execution presumed - a better way to handle enemy dmg bombs.

Along with the teleport cast/turn waste because of their low speed, as Zonc stated correctly, they're practically useless.
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