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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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On Moro: Elven Bow Elven Crown Marshal's Baton Dragon Cloak On Me: Elven Crown Marshal's Baton Axe of Lightning Bow of Skill Slippery Cuirass Protective Bracelets Pilgrims Boots Dragon Chain I could actually put in the Telescopic sight instead of the Dragon Chain, as I did find one of those. I also have the Barrel, but no Artifact slot to use it in ![]() ![]() The Phantom method doesn't work either by the way, so it's impossible to give a single unit 3 turns in one go. It's perfectly possible to give 3 Archer units 2 turns each in one turn though. As a mage I suppose you could keep up 2xPhantoms every turn since you only need to cast the level 1 version of the spell to get the extra-action skills. The number of troops in the phantom unit doesn't matter. Or cast Mass Precision for 6 Archer attacks all with +40% damage in the first turn...Why oh why don't I have a mage yet. New run through for me soon I guess hehe. By the way my army for testing was: Zombies Paladins Hunters Elf Archers Skeleton Archers It's also worth noting that the Paladins Second Wind, doesn't work on Undead, so remember to Pass to them with the zombies and phantom the Paladins to Second Wind both Elf units ![]() On a side note I've not found any better gloves (Those are +1 defense +50 leadership) or boots (+1 speed to slowest troops) what do people usually end up using for those slots. Last edited by Akimbo; 12-14-2009 at 04:31 PM. |
#2
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Not bad at all! Right now I must confess that I'm abusing the save game scanner in order to get a favorable start. By that I mean at least a few Elves and Hunters easily accessible (preferaly not in castle Telion/Anorion, as they are protected), telescopic sight, yew bow, dagger of judgment, belt of luck, maybe elven bow... Kinda hard to get it, but we'll see
![]() It will be fun to get a game with critting archers. EDIT: BTW, in about 5 out of my 15 attempts, there were no hunters or elves at all in the game. That's a disturbing percentage... The scanner sure helps when you want something specific from the game.
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Last edited by DGDobrev; 12-14-2009 at 05:00 PM. |
#3
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All you need is 1 stack of paladins and 1 stack of zombies and you can get 3 turns. Like this:-
Archers attack. Paladins attack. Cast phantom on paladins or zombies stack. Next unit to act (either phantom or zombie) cast 2nd wind on archers. Then next unit to act casts 2nd wind on original Paladin stack. Archers take 2nd turn to attack. Original Paladin stack casts 2nd(3rd?) wind on archers. Bingo! ![]() At least in theory anyway! It's 2 am here and i'm going to bed. ![]() |
#4
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#5
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Hmm, I'm kind of displeased with the archer party. I admit that they can dish a lot of damage in no time, but they are way too frail for my liking... Even if you babysit them as best as you can, you will suffer losses (playing on hard, impossible will be even tougher). They also tend to perform very poorly against bosses... But they are fun, I grant that.
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#6
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I think the most important thing is a decent tanking unit that can be easily ressed. Such as Paladins. Alongside the Target spell. Last edited by Akimbo; 12-15-2009 at 12:52 PM. |
#7
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Hmm, that's my problem indeed
![]() Actually, come to think of it, there is one unit that can fit an archer party - that's the Mage of the Light from the Army of the Light mod. Mass ress, gift, healing, 30% physical resistance... That can be fun.
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