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Tactics discussions and solutions All you need to win the battle.

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  #11  
Old 02-12-2010, 11:33 AM
Avi Avi is offline
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Hmm I'm starting to think I'm trying the gremlins too soon. On impossible going for no losses with my mage tried it at level 44 but didnt go too well. May have a stab at it with a different setup later today.
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  #12  
Old 02-22-2010, 11:32 AM
lasvegas lasvegas is offline
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Default phantom + paladins

in this battle i had to use paladins and knights as tanks and dds cause the boss and gremlin towers wiped my inqis and bowmen entirely. I kind of "abused" paladin's resurrection skill by phantoming them like every turn, as long as i had enough mana. There was not big issues about mana cause every time a gremlin tower was destroyed, my rage was filled and i used calm rage spell to fill mana. Kept using archmage's armor ability on paladin and casted geyser or exorcism (does 2x dmg on summoned troops) if towers cast too many troops. This boss was the hardest one i ever had in KB. However at the end my paladins finished as a whole stack without a loss, though other stacks suffered some =)
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  #13  
Old 02-22-2010, 02:56 PM
watersky82 watersky82 is offline
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I only use one stack of black knight and 1 stack of ancient vampire.

Black knight with level 3 stone skin on.
It will hack at the boss.

Ancient vampire will destroy all the aggressive tower.
Leave 1 friendly tower behind so that it will summon
troops and your ancient vampire can restore its itself
by attacking the summoned troop.

Once the boss is killed, just use elvin to resurrect black knight.
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  #14  
Old 02-27-2010, 08:13 PM
GodClone GodClone is offline
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Aren't we all gremlins after all ?
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  #15  
Old 02-28-2010, 03:11 PM
fable fable is offline
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Quote:
Originally Posted by watersky82 View Post
I only use one stack of black knight and 1 stack of ancient vampire.

Black knight with level 3 stone skin on.
It will hack at the boss.

Ancient vampire will destroy all the aggressive tower.
Leave 1 friendly tower behind so that it will summon
troops and your ancient vampire can restore its itself
by attacking the summoned troop.

Once the boss is killed, just use elvin to resurrect black knight.
2 stack of vampires also work, you don't have to use eviln. They attack the boss and restore while retaliating, or go around and kill the ranged units when they're low.
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  #16  
Old 03-08-2010, 08:16 PM
loreangelicus loreangelicus is offline
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Warrior on impossible difficulty, level 46, no-loss using droids and undead (black knights and bone dragons).

I guess I could have stuck with less units, or better yet units with good magic resistance (undead have no magic resistance, and droids are even 50% vulnerable to magic), but I wanted to complete the game with a full lineup, and I didn't want to waste time (going for a speed run as well, 7 days target) and gold buying new units and placing my favorite units in a castle/reserve.

Same tactic, stoneskin on black knights who hack at Zilgadis, everyone else kills towers, repair droids attack Zilgadis and guard droids/bone dragons defend when no towers are around, keep a friendly tower alive and kill Zilgadis asap.
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  #17  
Old 03-09-2010, 04:14 AM
dzeris dzeris is offline
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If goal is not no-loss game, then warrior or paladin could use cannoniers to destroy towers. Cannoniers have double attack bonus against gremlin towers and better health/leadership ratio than goblins with catapults.
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  #18  
Old 04-05-2010, 03:17 AM
ckdamascus ckdamascus is offline
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Just took him out handily with my strange Mega Ranged Mix team. No loss, impossible of course. Took him in about 11 rounds, level 41.

That said, I have to comment that the game seems a LOT easier wth the gift mod items than without.

Paladins, Elves, Hunters, Bowmen, and Goblins. Yes, I said Goblins, because we all know Goblins eat Gremlins for breakfast. Jokes aside, the longer a battle lasts and as long as the stack is alive, the goblin ends up doing more and more damage over time thanks to its Zeroing In Skill.

I got pretty lucky with my items and I am using Trigger as my companion. Telescopic, Black Band (gift mod item).

My net criticals end up being
Hunter 100%, Elf 99%, Goblin 64% critical

I also got enough magic resistance items to get me to 95% resists, but I probably could withstand a battle with a little less.

I take out his towers as they come up, and he can't stop the steady blast of 4-5K dmg per stack against the Zig himself. About 7-8K dmg per hit against the towers. No cannoneers either, but they are pretty bad for damage per leadership.
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  #19  
Old 04-05-2010, 12:20 PM
loreangelicus loreangelicus is offline
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Quote:
Originally Posted by ckdamascus View Post
Just took him out handily with my strange Mega Ranged Mix team. No loss, impossible of course. Took him in about 11 rounds, level 41.

That said, I have to comment that the game seems a LOT easier wth the gift mod items than without.

Paladins, Elves, Hunters, Bowmen, and Goblins. Yes, I said Goblins, because we all know Goblins eat Gremlins for breakfast. Jokes aside, the longer a battle lasts and as long as the stack is alive, the goblin ends up doing more and more damage over time thanks to its Zeroing In Skill.

I got pretty lucky with my items and I am using Trigger as my companion. Telescopic, Black Band (gift mod item).

My net criticals end up being
Hunter 100%, Elf 99%, Goblin 64% critical

I also got enough magic resistance items to get me to 95% resists, but I probably could withstand a battle with a little less.

I take out his towers as they come up, and he can't stop the steady blast of 4-5K dmg per stack against the Zig himself. About 7-8K dmg per hit against the towers. No cannoneers either, but they are pretty bad for damage per leadership.
11 rounds & no-loss at impossible difficulty against Zilgadis? Nice.

I myself haven't loaded the gift bad mod; maybe on my second playthrough, if ever.

Do keep us posted on how this predominantly ranged lineup does against K'Tahu. With proper bonuses to initiative, I guess you could take out his Tirexes as they come up.
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  #20  
Old 04-05-2010, 01:51 PM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by loreangelicus View Post
11 rounds & no-loss at impossible difficulty against Zilgadis? Nice.

I myself haven't loaded the gift bad mod; maybe on my second playthrough, if ever.

Do keep us posted on how this predominantly ranged lineup does against K'Tahu. With proper bonuses to initiative, I guess you could take out his Tirexes as they come up.
The gift mod seriously changes the game significantly. I would argue it makes it much easier, but more fun! But it will suck your life away from you .... all over again. When the enemy hits me with fire and poison, my critical rates drop below 100% (although the bowmen seem to sustain 100%). A shame the black bandage does not work on goblins.

It isn't all peaches and cream though. I was heavily inspired by Amidamaru86's archer line up of

royal griffins, skeleton warrior! (archers), elves, hunters, and inquisitors.

http://forum.1cpublishing.eu/showthr...=hunter&page=8

Unfortunately, despite my best wishes, I cannot repeat his combination. Skeletons do insane damage, but I cannot ween myself off of paladins yet. I simply don't have enough time and mana to sustain both phantom paladins and eviln to resurrect.

I only recently added goblins, as I used to use paladins, inquisitors, red dragons, elves, and hunters. I only wanted inquisitors to raise my red dragons. Is there another way to raise red dragons easily? Intellect is too low for sacrifice, turn back time can work, but doesn't that only work once?

So, I suspect I don't know how to use eviln efficiently, as it seems to take away both a round from the skeletons when I run through it with them (or I gamble and hope the eviln flows into it). I could pump points into level 3 eviln, but ugh, I am running low on runes and crystals. I want to save some for nighttime fighting and frenzy.

I am a little worried that I gambled by not getting moro for shard (hey, it takes a while to release trigger). I won't really have an insurance policy if this fails miserably against the other big bosses.

Also, against powerful enemies who can overwhelm me quickly with powerful melee, this build falls pretty short. It is pretty sad to see samman's demons slice away 115 out of 465 archers in one hit. Also, I miss my double cast of exorcism where I would literally ANNIHILATE his archdemons in the first round. I might need to cast pygmy or helplessness to let me finish off an archdemon stack in round 1.

By the way, this build is not good against the normally easy spider. Spider counters range attacks with a disable, and the spiders keep getting stronger while I have less offensive power. Funny how the game mechanics can turn on me like that, eh?

Driller was taken out early with the single troll stack so I could get the arbator.

[edit]
Ok, I am quite the dunce. I didn't know how turn back time worked, but once I figured it out, I used red dragons again. Then later on, I got ami's combo to work. I actually switched up to

paladins, red dragons, bowmen (yes... the junky bowmen), elves, and hunters.

This worked semi-well until I got to the Arena of Death. (Samman gave me grief until I got the much needed sword of light and cloak of darkness to beat him). Let's just say the Tactics Skill was more vital then ever for the Arena. I failed miserably as the enemy avoided my red dragons and blitzed my archers. I remember this fight with my mage and I wish I had tactics then. Amazing how I can still learn new things after playing it for sooo long.

Anyway, then I remember the big "overpowered spell" discussion and my very unused level 3 target. Target the royal griffins first! Duh me!

I re-tried ami's combo, with goblins instead of skeletons, replacing my paladins (I really don't want to go through the annoying possibility of requiring both eviln AND phantom or turn back time for healing). The enemy hero blasted me with lighting at the last second, so I had no easy way to heal.

My final arena busting army was
paladins, elves, hunters, bowmen, and royal griffins.

My item make up allows for 100% criticals for ALL three archers units. I suppose the paladin is half of an archer since he can give someone a second wind. Poor royal griffins are just there to die and be time warped back into safety.

Last edited by ckdamascus; 04-06-2010 at 04:44 AM.
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