Remember that only cavalry troops can move after attacking. As long as you win, they’ll be back up and fighting next time – unless you chose Permadeath at the very beginning of your campaign. Once you’ve started a battle, you can’t do a normal save – but you can overwrite the quick save.ĭon’t worry about losing troops in battles. If you can take six or eight squads into a Chapter, why not do so? Into Battle They can pick up treasure once the coast is clear, so you don’t have to waste strong units hoovering up the spoils. Dragons are awesome throughout the game, and you can give yourself a better chance of getting one as early as Chapter Three if you choose Dragon Trainer as your first Tier Two tech (see below).Įven small weak squads can be useful. You’ll get to use your first Dragon in Chapter Five, and Guns even later. This means, for example, you shouldn’t have to settle for weaker healing via a Hospitaller (mounted medic) – you can instead upgrade to a Priestess with much better heals. This is particularly useful for mounted archers, who can immediately move out of range – especially great versus troops defending a castle.Īlso, remember that you only need the majority of troops in a squad to be mounted to get the full advantage of being a mounted squad. But better still is the ability to move both before and after attacking. Squads with a majority of Mounted Troops have increased movement range, which is nice. Apprentices don’t have the range of archery units, but once upgraded to Mage they can attack whole columns of enemies at once for devastating damage. Or take the Apprentice Training tech to get them from the Marketplace. You can upgrade Bowman units to Apprentices, who use magic attacks.
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