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#1
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Good, but have you had problems with your leadership? Or is there some sort of cap, i.e. do ghosts add more ghosts only up to your leadership's limit?
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#2
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Your best tank is any Level 5 unit with target on it and someone healing them
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#3
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Swordsmen, Griffins... they are not bad and definitely good tanks. They just tend to take losses. Griffins are a unit for certain strategies involving their high speed and split abilities, but if you really put them to the forefront, they will suffer losses. Retaliation helps them nothing in this regard, I would still prefer Royal Snakes over them. You will have to rez them anyways. They just take losses. But a Black/Green/whatever Dragon can quickly traverse the battlefield and attract enemy attacks. They have high hp pools and awesome defense. They will not take much losses or any losses at all, and resurrecting them with Inquisitors works very well. I would suggest going to the Elven Lands and sail along the shores till you find the island where you can buy Emerald Dragons. Another trick would be to use Lina's spiked ball or a Phoenix as diversion. Dragons >>>> level 2-3 tank units. They are not only better tanks, they are better per se. |
#4
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BTW, Demons have the same ability (furius), but are much harder to get |
#5
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I only use stacks of 80% or so of my leadership and on occasions use sacrifice on them. You can use heal too to kill some of them if they go over leadership.
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#6
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The best tank is a hypnotized enemy unit.
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#7
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There's no cap, thats really the only problem with ghosts; you have to be careful when judging their resurrection. You have to hire less than your normal limit and keep the rest in reserve to make use of them properly.
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#8
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In my opinion, the best tank is a Phantom-ed Emerald Green Dragon for the following reasons:
1) Emerald Green Dragons in themselves are good combo units for other spells like Invisibility to take on tough battles with a single troop stack. 2) EGDs have high initiative and high speed, so no need to Teleport them to the middle of the enemy ranks, they could fly themselves in. 3) Level 3 Phantom costs 25 mana and generates close to 50% of the original EGD stack; when your Phantoms are coming out with 5+ troop counts (from an original stack of 10+) their mana blast radius ability could give you back 15+ mana, sometimes even greater than 25 mana, effectively giving you FREE Phantoms. 4) You can let Phantoms die, no need to Resurrect them or things like that, and still get a no-casualty battle. 5) They last 3 turns, and with a high life to leadership ratio plus good resistances including 50% fire resistance, they often last until the spell expires. But why stop at one Phantom when they pay for their existence mana-wise? Keep on casting Phantom-ed EGDs that deal damage and draw aggro. Just my 2-cents. *** update 10-10-2009*** Attached a screenshot wherein you could see the phantom-ed EGDs being swapped for the enemy's Royal Thorns; when the phantom used its mana area attack it basically damaged the surrounding enemies and regenerated +25 mana, the cost of summoning it. Last edited by loreangelicus; 10-11-2009 at 01:11 AM. |
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