1.1.0 Strategies
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1.1.0 Strategies
Since there have been a lot of updates to units, there are gonna be updates in strategies.
* General:
** Slow: Very Useful. Causes 50% less damage and halves movement until the end of the players next turn.
* vs Undead:
** Ghosts: Hard to kill effectively with new drain on melee. I have had to use ranged units to attack or else they tend to heal themselves pretty well. Also mermans are nowhere near as effective as they used to be. The new water movement is annoying to deal with as drakes. Good physical resistance at 50%. Definitely worth the 20 gold, but not broken yet! Don't use ulfseekers straight against a ghost, risky even in day. Use slow then melee.
** Ghouls: Greater HP, less damage, over all I think they are better and thus are more dangerous. Killing them the same as before, except they are 10% more fire resistant.
** Skeletons: Increased HP is such a good bonus. They are harder to kill now. Been using same units to attack.
* vs Orcs:
** Overall: Less defense in cities is better for attacking them there.
Anyways I've only so far played against undead as undead or as some other race.
* General:
** Slow: Very Useful. Causes 50% less damage and halves movement until the end of the players next turn.
* vs Undead:
** Ghosts: Hard to kill effectively with new drain on melee. I have had to use ranged units to attack or else they tend to heal themselves pretty well. Also mermans are nowhere near as effective as they used to be. The new water movement is annoying to deal with as drakes. Good physical resistance at 50%. Definitely worth the 20 gold, but not broken yet! Don't use ulfseekers straight against a ghost, risky even in day. Use slow then melee.
** Ghouls: Greater HP, less damage, over all I think they are better and thus are more dangerous. Killing them the same as before, except they are 10% more fire resistant.
** Skeletons: Increased HP is such a good bonus. They are harder to kill now. Been using same units to attack.
* vs Orcs:
** Overall: Less defense in cities is better for attacking them there.
Anyways I've only so far played against undead as undead or as some other race.
Last edited by MCP on January 16th, 2006, 7:53 pm, edited 1 time in total.
I tend to have trouble with ghosts - those 50% resistances make them very stubborn, and I wept bitter tears when I realised they'd been given a drain attack. Still, when I'm playing undead I love the Shadow line, so it's nice to have a chance to level a few more of 'em up.
I keep getting the impression that the Orc faction is weak enough as it is without doing away with their saving graces - although I could just be thinking this because SoTBE is frickin' hard.
I keep getting the impression that the Orc faction is weak enough as it is without doing away with their saving graces - although I could just be thinking this because SoTBE is frickin' hard.
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Ugh. Yeah, as predicted, I'm now having serious trouble with ghosts in certain scenarios; notably The Manor in Escape to Freedom and Cave of Shadows in Survival. Both of these scenarios have no high-defence terrain, and limited-or-no ranged attacks; this combination really amplifies the effect of a relatively small number of ghosts. They're also scenarios which necessarily involve limited armies mostly composed of weak level-1 units, so it's very hard to avoid a ghost levelling (and then you're really done for).
Anybody considering scenario rebalancing to reflect the new, nastier ghosts? Formerly they could be used as a throwaway scout-type unit, albeit an annoying one, but now they can have a really serious impact in the right circumstances.
Anybody considering scenario rebalancing to reflect the new, nastier ghosts? Formerly they could be used as a throwaway scout-type unit, albeit an annoying one, but now they can have a really serious impact in the right circumstances.
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One strategy that I have found useful as the Northeners is to recruit one goblin spearman initially along with your other, usual units. Try to level up this spearman before the others by weakening targets with other units and giving him the kill. Once you level him up choose goblin rouser. Now make larger amounts of goblin spearman and note how quickly they level up with the 6-3 attack at night (or even 8-3 at night if the spearman has strong) when they attack next to the leading rouser without any resistances applied. In addition, if this is done early on, there will be fast units present who usually take 20% more damage from pierce for a large 8-3 from nonstrong spearman and 9-3 from strong spearman at night next to rousers. Each level up is like saving 5 gold as impalers and rousers would cost 13 if they were allowed to be recruited. I've gotten as many as 5 levels up over the first 5 turns using this strategy.
In summation, you're wrong.
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There have been a lot of changes to units stats and costs so every campaign designer should review his scenarios and rebalance them for 1.1. I am not sure, though, if it should be done now since more changes are to be expected.Mustelid wrote:Anybody considering scenario rebalancing to reflect the new, nastier ghosts? Formerly they could be used as a throwaway scout-type unit, albeit an annoying one, but now they can have a really serious impact in the right circumstances.
Oh, and i don't think i would want to throw away a 20 gold unit . Especially not if it is able to become a wraith .
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