#11
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I got the stone back, but they have only 6 paladins (and I could recruit much more). But no problems - I found 18+5 Horsemen on Rusty Anchor and Scarlet Wind, so they are standing in for the Paladins for now (I can use 12 now). Even got 7 Royal Griffins with a Wind Walker scroll. I'm doing Bolo now, and it's much easier - my Rune Mage and Royal Griffins spawn summons, Inquisitors/Rune Mages resurrect, and Horsemen and Royal Griffins tank. I use Guardsmen too or Witch Hunters -depending on the enemy troops, sometimes that magic lock comes very handy. I agree with you about Verona - it is like a sweets-shop for units and items. But, the troops guarding the map are still "lethal" or "very strong" so I'll clean out everyone I can before trying to attack them (and unfortunately, sometimes they are guarding a map I already have). And yep, Paladins/Royal Griffins rock. On my first walkthrough of AP, I deliberately tried out all the new units first, then went with an all-Lizardmen army when I got to Reha. My initial army was: Trolls, Paladins, Royal Griffins, Guard Droids and Repair Droids. Never lost a unit with that combo. |
#12
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#13
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I have the same problem with very good units, but lately, reading what DGD said, I've been using undeads. They are awesome and very fun to play with.
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#14
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I managed to resist the urge to use killer units. In the original Legend, Royal Snakes and Black dragons rocked, but I have not used a single one in my second walkthrough, going instead with an all-undead army (prior to getting undead, of course I used some other units, and I did use Emerald Green Dragons and Werewolves sometimes). Even in the first AP walkthrough I told you about, I later dismissed all these units (Trolls, Paladins) for Lizardmen - my line-up was Gorguls, Gorguanas, Tirexes, Hayterants and Brontors. They implement each other quite well - Tirexes tank, Gorguls are the main damage dealers, Hayterants do hit-and run attacks or summon (the egg is also a great shooter-blocker), while Brontors are just very versatile, depending on the situation they can charge right into the enemy lines, or sit back and work as ranged attackers. |
#15
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I'd be interested in hearing the theory behind using only droids lads
Also the paladin Royal Griffin tactic. I mainly use warrior and paladin so i'm yet to see this startegy for myself without going 30+ rounds of combat, thisis not my idea of fun. thanks in advance |
#16
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well, it's too hard for me to play the entire again and again
so i just play for fun~~ goblin shamans can make huge damage at round1 with warrior's skill (onslaught and rage control,kill at least 15+red dragon and more in late game) but after that, they cant do better then the little goblins who now get +1damage at LV2 Adrenaline,goblin Catapult have +2 fire damage at LV2 Adrenaline,all this making goblins the best DPS in APCW it's still easy to beat creeps but hard to keep no loss with Low level troops~~unless i have enough resistant-items this game i'm not lucky enough |
#17
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Is there any other way to play?
Master! You are back! I need your enlightenment: does your KBAP fastest route still hold in KBCW, or do the new quests entail some changes? I see a day 9 finish; new minimum days to complete all quests, or just an effect of the "play for fun"? |
#18
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So I'm currently doing mage impossible around level 13 and finding the game much harder than kb-ap. Can you describe your strategy at low level (I've not yet been to verona as I can't kit that group or kill them yet in bolo). Perhaps I am using the wrong troups (I have paladin, royal snake, 5 thorns, beholder and inquist (but I suspect the inquist are a waste)). Hum. Nothing left to kill on rusty, everything but group guarding verona map on bolo and stuff on rusty anchor is still too hard so i'm feeling stuck
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#19
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I got access to the first 4 quite early on by kiteing and even have the map for Tekron at lvl 17. Goblin sharmans destroy my army on Verona lol how the HELL! do you deal with there astral attack! |
#20
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A few key things you can do - Disable them with magic shackles - Do NOT feed any orc units with a summon/fodder/tank, since feeding ANY orc unit a kill will beef up EVERY enemy orc unit's adrenaline, which will increase their damage against you. - If you do go with the "feed" / summon / fodder route because you have no choice, make sure you can counter attack hard, or continue to get them to keep hitting your fodder. They will target some key units, so try to use glot's armor, or phantom that unit, etc. It's terribly risky though, so get ready for some massive resurrection. I have put off some of those battles, even if I was +10 levels over the enemy hero, only because of their sheer firepower. |
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