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LegitHyperbole said:

I take back what I said about Unicorn Overlord being mindless strategy, there are missions where you actually have to put a good amount of thought into you set up and during the battle or you'll get stomped hard. I'm not sure if I like this, I was having more fun having some freedom in building units even if they were designed without synergy in mind. I loved having a full griffin unit for infantry and speed of traversal and a full archer unit for defeating flying units but now I have to mix them up and have tanks, Swell swords, healers and witches to buff depending on the situation and it's taken away a bit of the fun, restricting what I can put into battle and no way to grind EXP for these units I haven't put into battle becomes an annoying little issue.

Full flying unit is generally a waste. If you want speed full cavalry unit can flash around a map with less fatal weakness than fliers. So it's worth keeping at least one full cav unit.

Every other unit should eventually end up mixing based on synergy. Griffins it's good to have 3 up front, make sure they all have the high priority items to strike first so they can clear out enemies quickly. Then put either some archers or healers in the back to support them.

I didn't generally have many archers on any unity. You never really needed more than two because they specialise in multi-strike attacks that can take out either fliers or other squishies with ease.

Experimenting is the best part of the game for my mind. Don't get too frustrated if something doesn't work, just try something else. You'll find combinations that work.

The only part of the game that was straight up anti-fun are shamans.