you can see the entire upgrade tree from turn 1 of the game. So the first magic-user level-up perk should normally be the 6 mana one. And mana sources are hard to come by on the first 7-8 maps and then only provide some trickle-down stuff. you won't be able to use magic without mana. If you need more units to kill a single one, move several of them in range of the defending unit and you'll receive a flanking bonus for all the attacks, reducing your casualties. you don't have to attack as part of your move. If you are having problems with this, try killing the enemy unit with archers, artillery trolls or skirmishers - then you won't move. This can be a problem when you are the attacker, but it can also present strategic opportunities. when a melee unit defeats another (and when the other unit retreats), it moves into the defending unit's square. But every time she charms a unit, she learns how to summon it so you can quickly get your own vampire bats, bears, spiders and other wonderful monsters! the witch unit (upgrade from javelin skirmishers) starts with one unit summon ability, the wolves. So they work well with units that have the charge ability! (again thanks to primetide_dev) harassing ability of axemen breaks the defence from charging attacks. units with shields are great at soaking defensive fire from archers due to 50% defence (thanks to primetide_dev for this one, I wasn't aware!) Hi all, let's do a less-known tips and hints topic! 23 September 2019: added categories, updated some tips.
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