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| Units, artifacts and armor-bearers Discussion, questions and solutions about units, artifacts and armor-bearers. |
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#1
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I know human archers, both types of beholders, goblin archers, and dwarven cannons count.
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#2
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Quote:
I was considering trying cannons, but may have morale problems and I've never been keen on goblins. I never knew Beholders counted, I have a stack of Evil Beholders from one of the earlier islands I think. I'll have to try them out. I'll also test and make sure they all count as archers (for sure), then I'll add them to the list if they do, thanks! |
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#3
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These units have "archer" in their abilities :
Beholder Bowman Catapult Elf Evil Beholder Goblin Hunter Repair Droid Royal Thorn Skeleton Archer Thorn Hunter Cyclops I don't really understand why some (or the majority) of these one shouldn't be affected by skills concerning Archers units. :/ It would be so nice if any developper could reply to your thread. |
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#4
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All of those SHOULD be effected by any Archer effect. The only exception might be that Beholder class units cannot get the bonus to physical damage that one item provides, as they do not do physical damage.
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#5
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Elf Archer Hunter Skeleton Archer Bowman (Human) Literally the ones with bows, so despite all having the "Archer" ability, most of them don't count. I'm considering adding zombies to my force (the tougher ones) to see if the "Pass" ability works as I think it does, i.e. will allow my Skeleton Archers another attack on that turn. A bit like having two units of skele archers |
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#6
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Yeah, the Pass ability is great!
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#7
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What if you have a zombie and a paladin?
You can choose one of your unit to play three times a round? Maybe 4 with the magic spell ? |
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#8
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No. Technically, a unit cannot move/attack more than 2 times per fight. When you give a troop an extra move/attack/etc. they have the right to do that in the end of the sub-turn (as if you gave the same troop the order to wait the first time), after everyone else had moved.
This makes it impossible to have a troop act more than twice per battle. There is a small exception to the rule when 2 demon/executioner stacks start hacking at each other, as they may go on until one of them is destroyed. Another exception to the rule is the Gorguanas, who have a significant chance to get an extra attack if the stack just scored a killing hit. As such, a gorguana can get a lot of moves in one turn as well (limited by the number of enemy stacks currently on the battlefield). EDIT: I checked the russian guide in an attempt to bring some clarity to the discussion here If we're talking about Trigger, these are the units he affects: Skeleton Archer, Archer, Cannoneer, Catapult Goblin, Elf, Hunter, Goblin, Royal Thorn, Thorn Hunter, Alchemist, Repair Droid, Cyclops, Beholder, Evil eyes. If we're talking about Self-loading crossbow/Arbator it affects: Skeleton Archer, Archer, Elf, Hunter If we're talking about the Telescopic sight, these are the units it affects: Skeleton Archer, Archer, Cannoneer, Catapult Goblin, Elf, Hunter, Goblin.
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Last edited by DGDobrev; 12-14-2009 at 01:23 PM. |
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