Neglected promotion paths

Share and discuss strategies for playing the game, and get help and tips from other players.

Moderators: Forum Moderators, Developers

Post Reply
multilis
Posts: 69
Joined: November 27th, 2006, 12:36 am

Royal Guards, Halberdiers

Post by multilis » January 18th, 2008, 7:27 am

So besides northerners, why royal guard instead of halberdiers?
Movement has been already mentioned. Against undead royal guard is usually better (you get bit better melee verse melee fighting, more movement and pierce doesn't help).

Depending on the dwarves, royal guard MAY be better.

It isn't so bad against elves if you are going to be fighting mainly melee (fighters, wose). And while you cant do as much damage against drakes, you don't take quite as much from drake melee... the reverse is true with saurians. Speed against drakes is sometimes very useful. So yes, against these two factions Halberdier is usually better but not as much better as you may think.

Dodgy Tactician
Posts: 39
Joined: December 10th, 2007, 10:41 am
Location: UK

Post by Dodgy Tactician » January 18th, 2008, 11:16 am

Speaking of mages and neglected promotion paths, does anyone use arch mages more than silver mages?
I tend to make Elrian an Archmage in HttT, but only because he can then become a Great Mage. I also tend to get Moremirmu, the next Mage as a White Mage and from then on, all further Magi become Silver Magi.

If I don't get loyal magi, then I normally make them White or Silver though.
Problem is, it'd better be done in one turn or the mages are surely done for.
I'd say it depends on the situation. If that crucial unit is a Royal Guard or similar powerful melee unit, then I'd agree with you. If it's an Orcish Assassin that's been poisoning all your units, then probably not.

energyman76c
Posts: 199
Joined: May 26th, 2004, 9:38 pm

Post by energyman76c » January 18th, 2008, 11:40 am

Federalist marshal wrote:
It's a similar concept to using mages. A threat of mages able to kill a critical unit is significant in a game.
Problem is, it'd better be done in one turn or the mages are surely done for.
Speaking of mages and neglected promotion paths, does anyone use arch mages more than silver mages?
in campgains?

silver mages only after I have at least two arch and white mages. Silver mages are nice - great mages are better. If an unit survives a great mages attack, it is usually an easy kill for some other units. Great mages ftw!

Dodgy Tactician
Posts: 39
Joined: December 10th, 2007, 10:41 am
Location: UK

Post by Dodgy Tactician » January 18th, 2008, 4:47 pm

However, a Great Mage requires 380 XP (or 304 XP with the Intelligent trait). A Silver Mage requires only 160 XP (or 128 XP with the Intelligent trait).

Yes, having the sheer attacking power of an Archmage or Great Mage is a good thing, but you can get two Silver Magi and a Red Mage for the same experience cost. As such, I would be very hesitant to get more than one Archmage simply because I can get so much more for the same experience cost.

energyman76c
Posts: 199
Joined: May 26th, 2004, 9:38 pm

Post by energyman76c » January 18th, 2008, 5:37 pm

an arch mage has 6more hp, a great mage 17 more hp.

User avatar
TL
Posts: 511
Joined: March 3rd, 2007, 3:02 am

Post by TL » January 18th, 2008, 6:24 pm

Two silver mages and a red mage cost three times as much gold to recall as a single great mage, and twice as much in upkeep.

User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Post by thespaceinvader » January 18th, 2008, 6:25 pm

However they can seriously damage 3 units per turn, as opposed to one.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.

energyman76c
Posts: 199
Joined: May 26th, 2004, 9:38 pm

Post by energyman76c » January 18th, 2008, 6:43 pm

arch mage: 12-4
silver mage: 9-4
great mage: 16-4

yes, a silver mage can 'damage' a unit. But arch mages and great mages kill them.

User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Post by thespaceinvader » January 18th, 2008, 6:46 pm

Sometimes just damaging is better =D

And the silver mage has teleport, which is invaluable in some campaigns.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.

Lim_Arcadia
Posts: 110
Joined: March 1st, 2007, 9:12 pm
Location: Sol System: Third Planet (Earth)

Post by Lim_Arcadia » January 18th, 2008, 6:48 pm

Is everyone forgeting about the Silver mage's teleport ability?
If used effectively, it more then makes up for their weakness, and in addition, the very fact that they don't kill units allows lower units to gain expereiance and eventualy, level.

[EDIT] DANG YOU SPACE INVADER!!! beat me by two minutes[/EDIT]
"The ability to speak does not make you intelegent." - Qui-Gon Jinn
Kestenvarn wrote:This is not a faction.
This is not even trying to be a faction.

User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Post by thespaceinvader » January 18th, 2008, 6:51 pm

Ninja powahs.

=D
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.

energyman76c
Posts: 199
Joined: May 26th, 2004, 9:38 pm

Post by energyman76c » January 18th, 2008, 7:17 pm

well, sending the silver mage wherever some extra firepower is needed is a nice touch.

But if you have some great mages, the additional firepower is just not needed :P

User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Post by thespaceinvader » January 18th, 2008, 8:04 pm

Unless your great mage is on the wrong side of the map...
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.

maxgamer
Posts: 19
Joined: January 17th, 2008, 7:47 pm

Post by maxgamer » January 18th, 2008, 9:06 pm

i think that the silver mages ability to provide fire power anywhere on the map (which is especially useful when your fighting in more than one area) is great, and it can also run away instantly, making it so hard to kill. also, they require less upkeep than great mages which is crucial in campains. It also is easier to train and you arn't hurt as bad if it dies, whereas you almost have to give up if u lose a great mage. Id rather have 2 silver mages than a great mage.

Over all, if u take note of the abilities a silver mage has and u know how to use it, i think the silver mage trumps arch mage and rivals great mage. you great mage fans can now have a tissy fit...
MCISME

Weeksy
Posts: 1016
Joined: January 29th, 2007, 1:05 am
Location: Oregon

Post by Weeksy » January 18th, 2008, 9:08 pm

The best thing about silver mages is their wonderful ability to kick the ass of other mages, with their 50% fire/cold resists (although now that the sorceress line does arcane, a 30% or 40% resist there might be nice as well.)

Post Reply