Shaunodon said:
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. |
Indeed. I spent my last session experimenting and mostly getting decimated but it was fun finding a really strong unit that seems to do well in all situation with a witch, archer, calvery and sellsword. I made the mistake of putting all the best character into Alains unit when they should be leading units. I'll try a 4 man cavalry unit headed by Josef, cheers.
I think I might have fucked up my characters priorities and have no idea what their defaults were since I took a break, that's what's giving me a but of a headache, no matter what I do I can't get many of them to stop buffing themselves and over healing even when I up the priority of mother attacks.
The thing about full griffin when they work is they can just wipe out multiple enemies in one attack esspecially cavalry, just getting them to stay alive is the hard part. It was so fun while it lasted.







