Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King's Bounty: Crossworlds

King's Bounty: Crossworlds The expansion to the award-winning King’s Bounty: Armored Princess.

Reply
 
Thread Tools Display Modes
  #1  
Old 10-24-2010, 12:42 AM
BB Shockwave BB Shockwave is offline
Approved Member
 
Join Date: Jan 2009
Posts: 635
Default

Jimmy Kraud can use a dress too, if you give him the Blood of the Goddess. (And also grants you +700 Leadership).

Ckdamaskus: I meant, as opposed to The Legend. I played it recently, and afterwards sometimes I have to remind myself that these units have changed.
Reply With Quote
  #2  
Old 10-24-2010, 01:10 AM
ckdamascus ckdamascus is offline
Approved Member
 
Join Date: Mar 2010
Posts: 1,059
Default

Quote:
Originally Posted by BB Shockwave View Post
Jimmy Kraud can use a dress too, if you give him the Blood of the Goddess. (And also grants you +700 Leadership).

Ckdamaskus: I meant, as opposed to The Legend. I played it recently, and afterwards sometimes I have to remind myself that these units have changed.
Ah, good to know. I didn't know he would uh... cross dress after imbibing such fluids.

Oooh, I never played The Legend.
Reply With Quote
  #3  
Old 10-24-2010, 01:13 AM
Metathron's Avatar
Metathron Metathron is offline
Approved Member
 
Join Date: Oct 2008
Posts: 851
Default

Quote:
Originally Posted by ckdamascus View Post
Oooh, I never played The Legend.
C.K.!! Wash that filthy mouth of yours with soap!

Or better yet, play the game!
Reply With Quote
  #4  
Old 10-24-2010, 10:17 AM
DGDobrev DGDobrev is offline
Approved Member
 
Join Date: Feb 2009
Location: Bottrop, Germany, born Varna, Bulgaria.
Posts: 1,415
Default

I second metathron's suggestion The legend may lack a lot of the new additions presented to us in KBAP and KBCW, but it was then when all the basic KB strategies started to take shape - the girl power army, my favorite lineup (Knights, Horsemen, Archmagi, Inquisitors, Royal Thorns/Cannoneers), playing a lot of turns to get a no-loss (which was harder back then, but attainable if you're willing to sacrifice some time) and so on. The lovely wives you had to choose from (except for Gerda, cough-cough!) were less than all the armor-bearers Amelie has to choose from, but they had some really great slots - who could forget the alluring and dashing demoness Xeona with her 2 WEAPON slots! Damn, she was the best catch for pretty much every character - including mage - who wouldn't want to wield 3 weapons that provide intelligence bonuses - much better than the +3 int bonus frog princess girl
__________________
Reply With Quote
  #5  
Old 10-27-2010, 09:34 PM
BB Shockwave BB Shockwave is offline
Approved Member
 
Join Date: Jan 2009
Posts: 635
Default

Quote:
Originally Posted by DGDobrev View Post
I second metathron's suggestion The legend may lack a lot of the new additions presented to us in KBAP and KBCW, but it was then when all the basic KB strategies started to take shape - the girl power army, my favorite lineup (Knights, Horsemen, Archmagi, Inquisitors, Royal Thorns/Cannoneers), playing a lot of turns to get a no-loss (which was harder back then, but attainable if you're willing to sacrifice some time) and so on. The lovely wives you had to choose from (except for Gerda, cough-cough!) were less than all the armor-bearers Amelie has to choose from, but they had some really great slots - who could forget the alluring and dashing demoness Xeona with her 2 WEAPON slots! Damn, she was the best catch for pretty much every character - including mage - who wouldn't want to wield 3 weapons that provide intelligence bonuses - much better than the +3 int bonus frog princess girl
I have to disagree! Fiona was awesome... for my Paladin, who selfishly neglected her until she turned back into a frog. Making my Royal Snakes uber-powerfull... Then next time, my necromancer Mage used Rina... giving her back the ring that turns her into a Zombie.

And thus, in both of my walkthroughs, I never had to bother with raising children, with a frog or a zombie as my wife...

CK - What I like in Demons/Executioners (and hate if I am against them) is that they were MADE to rush into the front lines, and every time you hit them, they not only hit back, but with a good chance can act again against you in that round! I'm glad I am a Paladin, using Paladins... they will come in handy against those fiends. Archdemons are more hit and run then tanks, IMHO. 666 is a neat number for them, but little as HP, and unless you fight on lava they have not much defense. They rock against dragons, and they can decimate smaller stacks, and the best is of course, just like in HOMMIII, their speed and teleportation, you can do a lot of hit and run - attacking an enemy at the end of the turn, then teleporting away to another at the beginning of the turn. Only Phoenixes are faster, I think.

Btw... God Armour works on Demons? Because it did not affect Undead in The Legend... thought it would not work on Demons either.

Last edited by BB Shockwave; 10-27-2010 at 09:43 PM.
Reply With Quote
  #6  
Old 10-28-2010, 12:23 AM
ckdamascus ckdamascus is offline
Approved Member
 
Join Date: Mar 2010
Posts: 1,059
Default

Quote:
Originally Posted by BB Shockwave View Post
CK - What I like in Demons/Executioners (and hate if I am against them) is that they were MADE to rush into the front lines, and every time you hit them, they not only hit back, but with a good chance can act again against you in that round! I'm glad I am a Paladin, using Paladins... they will come in handy against those fiends. Archdemons are more hit and run then tanks, IMHO. 666 is a neat number for them, but little as HP, and unless you fight on lava they have not much defense. They rock against dragons, and they can decimate smaller stacks, and the best is of course, just like in HOMMIII, their speed and teleportation, you can do a lot of hit and run - attacking an enemy at the end of the turn, then teleporting away to another at the beginning of the turn. Only Phoenixes are faster, I think.

Btw... God Armour works on Demons? Because it did not affect Undead in The Legend... thought it would not work on Demons either.
Sure, but Demons are soft. They die verrry easily due to low HP. They are excellent as disposable units. So, they are fairly ideal for phantoming and dropping them into enemy lines.

Maybe things were really different in The Legend, but, they have 766 HP, they also have 66 native defense, the 3rd highest in the game, (black dragon has 70, cyclops has 67), 20% physical resistance, which is nearly the 2nd highest in the game, not counting ghosts.

Phoenixes are slower. Archdemons are the fastest unit in the game. If the enemy stack is not ungodly powerful, I will typically stoneskin the Archdemon, position the Archdemon in enemy lines, and summon a phoenix next to him.

I don't see the point in hitting and running. He is NOT a no retaliation unit. This is not HOMMIII. He burns an enemy counter attack so my Phoenix can hit for free and hit the adjacent enemies for free. (since now the enemy is really strong, and I cannot buff the Phoenix with defensive spells, their counterattacks would hurt the phoenix tremendously).

Even the Demoness has a better damage per leadership than the Demon (against level 4s and level 5s).

However, the Demons are extremely tenacious due to infinite retaliations. So, no problem. My Demons summon other, disposable Demons for me.

Yes, Divine Armor works on Archdemons and Demons... probably the entire Demonic race.

Sort of scary when you face an enemy stack that is strong enough to generate a kill off of a 95% physical resist Archdemon though.

Another benefit of the Archdemon as a tank is his ability to purge negative effects. You have no idea how often I got pissed when my Super Troll Stack would burn away a troll every round because he got hit by some stupid catapult.

I would have to either phantom a rune mage to revive, or burn a dispel on him or do both. Now, I don't have to, since Archdemons will remove it for free in the beginning of the next round.

Curiously enough, if the 3rd best defensive unit, with the 2nd highest physical resist unit isn't a good enough tank, what is? Not everyone wants to go Humans (Paladins and Knights probably being the better tanks at 30% physical resist and SCALING defense that goes up to... similar levels as the Archdemon after quite a few hits. )

(Cyclops cannot be revived, short of Turn Back Time level 3, Black Dragon cannot be pre-buffed, so he will definitely take losses against insane physical stacks). Paladins have 30% physical resists.
Reply With Quote
  #7  
Old 11-03-2010, 08:51 AM
BB Shockwave BB Shockwave is offline
Approved Member
 
Join Date: Jan 2009
Posts: 635
Default

Quote:
Originally Posted by ckdamascus View Post
Sure, but Demons are soft. They die verrry easily due to low HP. They are excellent as disposable units. So, they are fairly ideal for phantoming and dropping them into enemy lines.
Umm... sorry? Demons have like, 200 HP. That's among the highest of Level 4 units. Only Royal Thorns and Royal Griffins exceed those. They also do insane damage against Level 1-3 units, always retaliate... Granted, they have no Physical Res. but then, you can cast Stoneskin.

Quote:
Maybe things were really different in The Legend, but, they have 766 HP, they also have 66 native defense, the 3rd highest in the game, (black dragon has 70, cyclops has 67), 20% physical resistance, which is nearly the 2nd highest in the game, not counting ghosts.
Erm, Paladins and Knights have 30%, a lot of units have 20% (even Stone Spiders and Swordsmen). They had 666 HP in Legend (demons have a fixation for that number). And yeah, they are tough to kill physically, but if you attack them with magic, they die easily as their HP is low for Level 5. That said, I still want to try and use them - in AP on my first walkthrough I gained one Archdemon with a Scroll of Summon Giant very early on, and the halving ability was really, really sweet.

Quote:
Phoenixes are slower. Archdemons are the fastest unit in the game. If the enemy stack is not ungodly powerful, I will typically stoneskin the Archdemon, position the Archdemon in enemy lines, and summon a phoenix next to him.
Does Restoration only remove negative effects from them? Not positives?

Quote:
I don't see the point in hitting and running. He is NOT a no retaliation unit. This is not HOMMIII. He burns an enemy counter attack so my Phoenix can hit for free and hit the adjacent enemies for free. (since now the enemy is really strong, and I cannot buff the Phoenix with defensive spells, their counterattacks would hurt the phoenix tremendously).
Well, it's your game... IMHO, the Demon is a better blocker due to the unlimited retaliation and because you can have larger numbers (more HP) of him. I'd use the Archdemon to warp around and take out bothersome units.

Quote:
Even the Demoness has a better damage per leadership than the Demon (against level 4s and level 5s).
Sure, that is because the Demoness is a slow tank creature (with some interesting abilities). Without tactics, you will spend several rounds getting her into the fray, while Demons have Running. I always easily kill enemy Demonesses - just Magic Shackle them, and they are as dangerous now as Peasants. You can pick them off from afar or wait until they move and kill them with no-ret. units. Their main strenght lies in the teleportation and the +1 cell range attack, take that away and they are not that strong.

Quote:
However, the Demons are extremely tenacious due to infinite retaliations. So, no problem. My Demons summon other, disposable Demons for me.
In AP I used Demonolgists for a while, so I have seen both them and Executioners 'at work'. The special fear ability is neat, but as you say, the summoning can be more usefull. Especially if your other summoners are Demonologists - since you cannot control what they summon.

Quote:
Yes, Divine Armor works on Archdemons and Demons... probably the entire Demonic race.
That's good to know. In the Legend, my Mage hardly learned any Order Magic at all, as Bless, God Armour, Resurrection, Healing do not work at all on my Undead troops (or even damage them).

Quote:
Another benefit of the Archdemon as a tank is his ability to purge negative effects. You have no idea how often I got pissed when my Super Troll Stack would burn away a troll every round because he got hit by some stupid catapult.
That is a neat ability, with the Witch Hunter and Heavenly Guardians too. I defeated Ragni easily in AP because every round, she cast Hypnotize on my Heavenly Guardians... And Gremlin Towers like to do this too. They never learn...

Quote:
Curiously enough, if the 3rd best defensive unit, with the 2nd highest physical resist unit isn't a good enough tank, what is? Not everyone wants to go Humans (Paladins and Knights probably being the better tanks at 30% physical resist and SCALING defense that goes up to... similar levels as the Archdemon after quite a few hits. )

(Cyclops cannot be revived, short of Turn Back Time level 3, Black Dragon cannot be pre-buffed, so he will definitely take losses against insane physical stacks). Paladins have 30% physical resists.
Cursed Ghosts are pretty good tanks - in my Undead game walkthrough, I used them often. Just cast Stoneskin and send them into the fray. Granted, against creatures with fire/magic attacks, they fall like flies. And best of all, they resurrect themselves. Though they can be a bother, when doing no-loss, as they often over-drain themselves and then you have to hit them with calculated spells like Healing to whittle them down to your exact Leadership. Also, it is quite annoying that you cannot resurrect them if they are completely killed off. (Though I'm glad this means the enemy cannot raise them with his necromancers either).

Quote:
Originally Posted by ckdamascus View Post
Sheep is really mana expensive too.

Yeah, you have to goad them into going back into bat form and/or just disarm most of your critical hit buffing items.
I found that the enemy almost always transforms them into bat if you place a unit they can reach in that form in their way. Me using undeads myself, naturally sent my ghosts out to be bait every time - and vampire bats without life drain are easy to get rid off.

Doom is incredibly usefull against things like Death Knights, who otherwise take a long-long time to kill and get stronger as the battle goes on.

Last edited by BB Shockwave; 11-03-2010 at 08:55 AM.
Reply With Quote
  #8  
Old 10-28-2010, 12:32 AM
onepiece's Avatar
onepiece onepiece is offline
Approved Member
 
Join Date: Nov 2008
Location: Chile, O PAIS MAS GRANDE DO MONDO
Posts: 209
Default

@BBShockwave; that's the reason I still play with them (even when they are very weak on the later parts but love their poisoning and no retaliation). Loved the double attack to them (I'm still dreaming of a pure snake & spider team, it only lacks a level 4-5 unit to run havoc on this land!)

ArchDemons, and demons in general, are good for exactly that, hit and run, crowd control and counter some enemies with it's abilities. Very weak against paladin with paladins (duhh) and the sword of light and holy anger (now that's a lot less defense; from 66 to 38 )
__________________
Time to become an active member!!

King's Bounty for the LOLZ!!
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:45 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.