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#11
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![]() Put beholders near the tent and then that is the easiest part of the game, why care how fast they are because you attract their attention from far, no need to dodge there. ![]() The point isn't archmage, I always got knight here and those require to be very very close, and dodge or not it's not so easy. I wonder if this didn't change with 1.7. But ok even if last time I tried I already knew about dodge, I'll try again in my next game. |
#12
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It's pretty much always knights for me, and I've never had any problems dodging them for the early game horsemen. Just quick save first, and reload if you mess up.
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#13
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Time back is certainly the more powerful for using it in very special tactic. Myself I don't like it much because I feel it a bit too much unbalanced and it restrains too much my choices. It works in this way: At beginning of turn n your unit is a full pack. During this turn it fights lost some units. At turn n+1 it fights again and lost more units then at end of turn n+1 ie take care of your last unit in the turn and before use it then use callback then the unit came back at its position unit size it had at beginning of turn n. So two full fights with no lost at the end. Points to take care are: that the original position is still free of any unit. The there's a unit level limit depending of the power to use. That is the Reaper spirits is in rest because you used another of his skill then you lost the opportunity. Very powerful but tedious to use that again and again. There's quite more application of this skill like to use it in combination with sacrifice or with hypnotize and to make a spell effect last longer on a unit and so on. Myself, for the first parts of the game:
For the End game, it would be more:
I never trained much Rockfall and Poison Cloud. I quote Rockfall can cover a large area and won't hurt your units in this area so it could be an interesting option attack up to the first part of the middlegame. Last edited by Vilk; 04-26-2009 at 05:55 PM. |
#14
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#15
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Dude, I can tell from that screenshot that you've moved it far enough. All you have to do is run around it and you're golden. There's no need for that sarcasm.
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#16
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![]() Quote:
![]() Turn around in such path? I know turn around for dodging but for attracting and in such area... Well perhaps you mean moving in diagonals, ok I should try that. |
#17
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i wasn't sarcastic u got that then u got me wrong
i never save before i go to the tent i know i can do it in 1 turn i also know those HORSEMEN or knights can become very handy ![]() ^^ |
#18
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![]() Quote:
![]() The castle can be tricky, depends on what spawns (it's usually a large bunch of thorns or two stack of skellie archers) but there is always two stacks of Royal snakes and a large stack of normal snakes. Also depends on what you've managed to pick up and your class. Generally it helps if you have royal snakes yourself (not the end of the world), you can substitute swordsmen if you don't, also a good stack of archers helps. If you're a mage and manage to get initiaitve (the above mentioned Royal snakes or some other fast unit) you know what to do super fireball (or double if you're being eating all your runes), they're nicely packed together. If you're a warrior, it helps if you left a mob around the castle around to get your rage up (or quaff a potion of rage) and hammer them with an evil shoal or smashing sword or rockfall whatever works best. Get one or two tanks up front to deal with the snakes, (if you have trap might want to slow those snakes down, the map often has obstacles that you can use as choke points). A lot depends on your setup but it definitely doable (on normal!!!) Like Elwin said on normal most of the spirits are very useful but later game (and hard plus) the non damage ones and the crowd control become more important. I personally like the ice ball, it has two uses, one as crowd control - drop it right next to archers, ai hates that and will almost always shoot if first before your meaty units ![]() Second use is the wrecking ball mode, wait for an large stack of archers or mage to go, or wait one of your fast units (like snakes or dragons), when it comes to the end of the turn, summon the ball at the other side of the map in a straight line (as many hexes apart as possible) and fire away, the ball has a charge effect and can do thousands of damage at a good distance, great for taking out turrets. I'm not a fan of time back, never used it ![]() |
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