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| King's Bounty: Armored Princess Sequel to the critically acclaimed King’s Bounty: The Legend. |
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#1
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From my limited experience with AP (on Hard) I found that I had to be much more discerning about which items to buy. I also had to try harder to minimise losses, which can usually be done quite easily if you really want to. There is a new spell that is basically like Reaper's Time Back rage skill and I was using this a LOT. In fact it made the game pretty easy toward the end. I would just cast Mass Haste and buff my Horsemen, who would then charge right into the nest of enemies and take a load of damage. On Turn 2, I would wait something that wasn't too important, then cast the Time Back skill before the end of the turn.
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#2
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I do not develop Alchemy because most of spells are near useless for certain Hero with certain army. Money can make your victories more comfortable in the start of the game. And probably you can feel their deficit if you like to experiment with different new units (it is realy interesting
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#3
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Dargor, some of the new units are just incredibly fun to play with. I especially loved the Paladin with his mass resurrection, the Pangolin race (not so much the T-rex, but especially the raptor thing that lays eggs) and of course the Royal Griffin. Need I say more?
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#4
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Quote:
I just got to Verona and bought myself some 13 Royal Griffins, can't wait to try them. Too bad they don't mix well with Dragons (-2 morale) so I guess my Emeralds will take a backseat from now. My current army composition was until now (Level 9): Droid Guards, Droid Engineers, Polar Bears, Emerald Green Dragon and the last unit I swapped between Inquisitors or Royal Thorns, depending on the need for resurrection. Droids are really fun units, they can take a pounding due to high resistances and defense. Guards are a tad slow, but they can grab and pull enemy shooters/mages from across the screen to your slower units, which is great. Shock is a bit bugged - doesn't work as often as 30% chance would let you think. Damage is always max for them (12-12) which is nice. Engineers have ultra-powerfull resurrection skill for droids, it works much better then regular resurrection, so you can let your droid guards run ahead and take the beating. Plus, it's rechargable. They are also the most mobile shooters in the game with 4 speed and flying, it's impossible to block them. Little hint: if your engineers are getting killed - since they can't resurrect themselves - use Phantom on them and heal them with the phantoms. From the new units, Demonologists are also great, but I found only 4 so far. Their summoning (it always brings Demons, Executioners or Cerberi) is great for blocking/occupying enemies, thanks to the new demon skill that lets Demons/Executioners act again if they are hit (50% chance). A pity you cannot control these summons, though. Their other skill is like sacrifice cast on enemy units - good, but not as powerfull as resurrection, of course. |
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#5
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But the Pangolins can wait until later otherwise. You can't go wrong with Paladins, Royal Griffins, Royal Thorns and Inquisitors, plus a random grunt like maybe Guardsmen. This is geared more for the Warrior class. All of these should be available in Verona. I liked using the droids too in the early stages of the game, especially on the island where you buy from the specific droid-seller. I could only find about 12 Demonologists in my whole game too, so I didn't really get to use them. Those Executioners look pretty awesome too, but I didn't use them. It's really hard to go past the Paladin, I think. That mass resurrect is pretty sweet. EDIT: back onto the topic of this thread, another thing that is gone is the Reserve skill. Now you get two reserve slots from the beginning, which I think is fine. Last edited by Zhuangzi; 10-21-2009 at 01:50 PM. |
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