TROW: Paladin or Grand Knight?
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- F8 Binds...
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TROW: Paladin or Grand Knight?
I am playing The Rise Of Wesnoth, and my current scenario is the midlands. I have 2 knights, one of which is 5 xp from advancing, and is strong-resilient. However, I'm not sure if I should level him into a Grand Knight or not, since i don't know how much undead I will be facing. Can anyone give me some advice?
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Better make GK's (higher game, just make a new profile so you can have a decent reputation)Higher Game wrote:Paladin, easily. Also note that the paladin is more mobile, which can make a difference in a certain cave scenario. Paladins have more speed and power against the undead, your main enemy. You'll face a few non-undead, so maybe make 1 grand knight for leader bashing.
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
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Let me tell you something you already know. The world ain't all sunshine and rainbows. It is a very mean and nasty place and it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't how hard you hit; it's about how hard you can get hit, and keep moving forward. How much you can take, and keep moving forward. That's how winning is done.
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So Higher Game's preaching extends to morals, life lessons/advice, and the word "ain't". Such interesting developments that happen on these forums while I am away, my dear Watson. *strokes mustache*
(Actually, in this case, Higher Game's mostly right. Paladins are better in TROW, from my experience of the campaign - make this one a Paladin and follow Zhukov's suggestion of making the loyal one GK. I forget if there's holy water in this campaign, but should there be - a holy grand knight is the biggest Undead pwnzor in the world. Period. 85-2 to undead at day, I mean, you don't get much more powerful than that. )
(Actually, in this case, Higher Game's mostly right. Paladins are better in TROW, from my experience of the campaign - make this one a Paladin and follow Zhukov's suggestion of making the loyal one GK. I forget if there's holy water in this campaign, but should there be - a holy grand knight is the biggest Undead pwnzor in the world. Period. 85-2 to undead at day, I mean, you don't get much more powerful than that. )
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I'm pretty sure he's quoting Rocky.
You face a lot of undead in TRoW, so Paladins are quite handy. And having 9 movement instead of 8 is the difference between an extra space in the caves. (Which, I think, was his point about mobility, but I haven't laid eyes on a Paladin for a while, so I could be confused about the MP and movetype.
That was unnecessary, and actually wouldn't work. I'd still know who he was.F8 Binds... wrote:Better make GK's (higher game, just make a new profile so you can have a decent reputation)Higher Game wrote:Paladin, easily. Also note that the paladin is more mobile, which can make a difference in a certain cave scenario. Paladins have more speed and power against the undead, your main enemy. You'll face a few non-undead, so maybe make 1 grand knight for leader bashing.
You face a lot of undead in TRoW, so Paladins are quite handy. And having 9 movement instead of 8 is the difference between an extra space in the caves. (Which, I think, was his point about mobility, but I haven't laid eyes on a Paladin for a while, so I could be confused about the MP and movetype.
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Alright, I made this one a paladin. also, I have ANOTHER knight. I have recieved the loyal knight also. In total, I have 3 knights/ 1 paladin. The loyal knight, as I have heard, should be a GK. should I make the other 2 paladins as well?
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
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get a few paladins, but I prefer grand knights overall- the cave scenario is nowhere near as hard as it was.
That and paladins are too slow in caves.
For undead bashing I just use the three shock troopers anyway.
I wouldn't let there be more than 1 paladin for every grand knight, or maybe a 1:1 ratio.
That and paladins are too slow in caves.
For undead bashing I just use the three shock troopers anyway.
I wouldn't let there be more than 1 paladin for every grand knight, or maybe a 1:1 ratio.
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
You do not expect to beat TROW with just one lv3 knight, right?
So you should be making both. On hard I ended up with 2 GK and 1Paladin. Overall in TROW it's not how much you hit, it's how much you can take and GKs are great line holders. This, and the fact that you are facing orcs much more often than you are facing undead means
GKs are slightly preferable.
So you should be making both. On hard I ended up with 2 GK and 1Paladin. Overall in TROW it's not how much you hit, it's how much you can take and GKs are great line holders. This, and the fact that you are facing orcs much more often than you are facing undead means
GKs are slightly preferable.
Actually in Eastern Invasion you can, because you have 4th level Gweddry with leadership. I ended up killing the final lich with a 106 damage.Flametrooper wrote:Period. 85-2 to undead at day, I mean, you don't get much more powerful than that. )
in TROW I'd say that 2 paladins are enough as you have 3 heavy infantry and preferably lots of white mages.
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Make your loyal horse a GK. Get a paladin, then make another GK. Make all paladins until you have 3 paladins by the time you get to the elves. When you're doing the chores for the elves, choose the undead last and do the trick they mention in the walkthrough (charge the temples with the 3 paladins, use minimal units as support to keep the undead at bay). You can make a lot of money this way, although you are likely to lose a paladin in the process. When I finished the campaign, I'd lost 2 paladins and only had one left. They're useful for mobile MINOR healing (mages of light cannot keep up with grand knights) and retaliation against undead, but their uses are limited beyond that. Don't use any mounted units in caves - not in TROW, anyway. Horses aren't useful in many scenarios in TROW - the loyal one is generally adequate by himself.
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The only situation in which I would pick a Paladin over a GK is one in which I knew I'd be fighting nothing but Undead. I don't think there are any campaigns that make that promise. And even then, I might get a mix, if I was buying horsemen at all - which I wouldn't (well, maybe a couple for adepts).
A Paladin does very nicely against Undead, but a GK is a monster against anything that's not heavily resistant to pierce, and it can take vast amounts of beatings. Even against Undead, it's better than a Paladin at dealing with Adepts/Necromancers*.
Would you rather have a versatile, tough, all-round powerhouse, or a slightly more mobile Undead specialist? Bearing in mind that you could put the same XP into a White Mage for better Undead damage and healing, or an Arch Mage for all-round damage?
About the only situation where a Paladin really comes in handy is taking out an Undead unit that can throw so much ranged damage that you can't afford to attack with a Mage of Light or Arch Mage. So basically, I'd say only invest in one if you figure you're going to be fighting a Lich at some point. TRoW might just give you some hints about this.
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*Now if Paladins had an additional 8-5 blade attack, they'd be ideal for running down those irritating elusive-foot units.
A Paladin does very nicely against Undead, but a GK is a monster against anything that's not heavily resistant to pierce, and it can take vast amounts of beatings. Even against Undead, it's better than a Paladin at dealing with Adepts/Necromancers*.
Would you rather have a versatile, tough, all-round powerhouse, or a slightly more mobile Undead specialist? Bearing in mind that you could put the same XP into a White Mage for better Undead damage and healing, or an Arch Mage for all-round damage?
About the only situation where a Paladin really comes in handy is taking out an Undead unit that can throw so much ranged damage that you can't afford to attack with a Mage of Light or Arch Mage. So basically, I'd say only invest in one if you figure you're going to be fighting a Lich at some point. TRoW might just give you some hints about this.
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*Now if Paladins had an additional 8-5 blade attack, they'd be ideal for running down those irritating elusive-foot units.
If life gives you Lions, Make Lionade.
Khamul, in the context of TROW, having a few paladins (3) is really useful. Sure, a GK is more useful overall, but there are places where a Paladin just makes your life so much easier. Besides, by the time I finished the chores for the elves, I had so many lvl 3 units 1,000 gold was not enough to recall them all, and it will probably be the case for other people too...