Quote:
Originally Posted by jake21
Not sure why you recommend rune mages; I left mine home for this fight. Did him with a stack of green dragons; black knight and paladin (mage impossible). Fight wasn't that hard but I did suffer the loss of green dragons (could restore the paladins/knight at end). I did not use counter attack on the knights and I suspect some other unit such as regular knights might be just as good (maybe better since I'm summing paladins at the end to restore the stack). The problem I had with rune mages is that the stack is completely wiped out on first move (strangely no matter what I chose; I could never get my initiative high enough to move before all his). I did think about trying arch mages since they tend to be astral resistant. Hum.
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Rune mages can revive your level 5s. I can't bear to lose a precious level 5 unit.
I probably did double phantom with the rune mages early on (and/or I experimented with phantom + black hole) for that very reason. They can blow through my phantoms and deal damage to my real rune mages.
I don't believe any unit has natural astral resistance. The Rune mage "MIGHT" but it wouldn't be anything to write home about. The translated AP manual is wrong. It calls "magic resistance" as "astral resistance".
Not to mention, orcs tend to bypass the Defense statistics with their abilities.
To win the initiative war, I use black dragons, so the double phantoms come up before the enemy can act. I might have onslaught 1 as well. But, unless you are in "control" of the battle to prevent a black dragon loss in a single volley of hits (you aren't, since the enemy clearly overpowers us), to avoid a loss with black dragons, they MUST be paired with rune mages Or shaman (rune mages are better, since they can revive black dragons, shaman can heal a black dragon via dancing axes).
High physical resistance units is definitely a good idea though.