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Castle Creatures
The castle has several good units with some unique bonuses. The castle arguably has the most powerful compliment of units in the game. They're also often the easiest to use. However, they aren't very gold efficient, and require a fairly heavy outlay of cash. They are very worth it though.
Weiila sez: Oooh, this is the place of goodiedoers. They are honorable knights, brave cavaliers, angels and I bet every last one of them can dance at least seven versions of the waltz. But don't be fooled by that... they are strong warriors and the angels will put an end to evil in the name of God... the hard way.
Pikemen |
60 Gold |
4 |
5 |
Extra Slow |
N/A |
|
|
1-3 |
10 |
4 |
Ground |
No Special Abilities. |
Halberdier |
75 Gold |
6 |
5 |
Slow |
N/A |
|
|
2-3 |
10 |
5 |
Ground |
No Special Abilities. |
Decent ground troops. Haste them and they'll do very well for you. The halberdiers are much better, with a higher average damage and an effective 10% boost to damage. They remain somewhat slow however.
Suggested Strategies
Basically, these are cannon fodder. Try to mass them if at all possible, Haste them, and use them to soak counterattacks. They can be surprisingly resilent.
If you're fighting against them, use Slow, Weakness and Distruption Ray. Try to get the drop on them as soon as possible. They're slow though, so if you can keep your units away and attacking, you can pick them off at your leisure.
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Archer |
100 Gold |
6 |
3 |
Extra Slow |
12 |
|
|
2-3 |
10 |
4 |
Ground |
Ranged with Melee Penalty. |
Marksmen |
150 Gold |
6 |
3 |
Swift |
24/center> |
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|
2-3 |
10 |
6 |
Ground |
Ranged with Melee Penalty. Double Shot. (Fires twice at the selected target per attack.) |
Archers are decent ranged troops, and one of the few that the Castle has. Upgrade them to Marksmen as quickly as possible, as the extra damage is noticeable, as they attack twice. With the advanced speed and in good numbers, they can quickly mow down low level units.
Suggested Strategies
Never, EVER move Archers/Marksmen (unless, of course, it's the Tactics Phase), unless they are under a direct threat that you can't kill off instantly. To make the most out of them, you need to get them shooting as much as possible, even with range and obstacle penalties. Make sure, that if you make extensive use of them, to pack an ammo cart.
If you're fighting against them, use Forgetfulness or Blind, and rush them as soon as possible with one of your stronger units. Getting them into melee range means that the Archers/Marksmen MUST attack at melee or waste a turn moving away.
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Griffin |
200 Gold |
8 |
8 |
Swift |
N/A |
|
|
3-6 |
25 |
6 |
Flying |
Can counterattack twice per turn. |
Royal Griffin |
240 Gold |
9 |
9 |
Ultra Swift |
N/A |
|
|
3-6 |
25 |
9 |
Flying |
Unlimited counterattacks per turn. |
Griffins are alright, but go for Royal Griffins as soon as possible. With good damage, quick movement and unlimited counterattacks, they are the workhorses of the Castle army. Their excellent health means that they will deliver quite a few too.
Suggested Strategies
Ideally, you should keep a good number of these around, so you can get the most of their multiple counterattacks. However, most people won't do that unless there's noone else to attack, and they're pretty stupid. Pack Resurrection.
If you're fighting against them, remember that they can counterattack multiple times: the ususal "soak the counter with cannon fodder" doesn't work well with them. Naturally though, each counterattack gets progrssively weaker. So if you attack them, do your best to make the first or second attack fatal to prevent counters.
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Swordsman |
300 Gold |
10 |
12 |
Slow |
N/A |
|
|
6-9 |
35 |
5 |
Ground |
No Special Abilities. |
Crusader |
400 Gold |
12 |
12 |
Swift |
N/A |
|
|
7-10 |
35 |
6 |
Ground |
Double Attack (Strikes a target twice per attack) |
Swordsmen are unremarkable 4th level units, but what you really want is the Crusader. With a higher damage range (and in general more damage with the 2 point Attack upgrade) and a double attack, these guys are frikkin' lawnmowers.
Suggested Strategies
Try to get them in the fray as soon as humanly possible. Once upgraded to Crusaders, this will be one of your workhorse damage dealers. Try to catch units after they counterattack, so the second attack will keep it's full effect (unless there are so few in the unit left to do appreciable damage).
If you're fighting against them, pick them off with spells and ranged attacks. Don't let them get near your vulnerable ranged attackers.
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Monk |
400 Gold |
12 |
7 |
Slow |
12 |
|
|
10-12 |
30 |
5 |
Ground |
Ranged with Melee Penalty. |
Zealot |
450 Gold |
12 |
10 |
Extra Swift |
24 |
|
|
10-12 |
30 |
7 |
Ground |
Ranged without Melee Penalty. |
Monks are fairly nice ranged units. Zealots are a much better upgrade, much better able to defend themselves through the lack of melee penalty and higher defense. Outside of the higher number of shots, this is all the extras they get. Well, you only pay 50 more gold.
Weiila sez: Zealots are decent fighters, and if there are elves or marksmen in the same army the computer seems to target the ones who shoot twice before anything else: thus the monks and zealots can do some major damage with their friends before being attacked.
Suggested Strategies
As Weiila mentioned, enemy attackers will more often than not go after the Marksmen and Grand Elves than the Monks/Zealots. That said, I wouldn't follow her implied suggestion of letting Zealots go after enemies while the others take the attacks. If at all possibly, try to get your Zealots in a position where they can "guard" your other ranged units from melee attack, as they are just as powerful in melee as they are at range.
If you're fighting against them, throw Forgetfulness at them, or Blind.
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Cavalier |
1000 Gold |
15 |
15 |
Extra Swift |
N/A |
|
|
15-25 |
100 |
7 |
Ground |
Jousting (Raises damage by 5% per hex traveled.) |
Champion |
1200 Gold |
16 |
16 |
Ultra Swift |
N/A |
|
|
20-25 |
100 |
9 |
Ground |
Jousting (Raises damage by 5% per hex traveled.) |
Now we're talking. The best thing you can do with these guys is give them lots of open space. It's a shame they're so expensive and so few are produced. But hey, that's expected, and they're worth the cost.
Suggested Strategies
Never, EVER let Cavaliers or Champions attack the same unit twice. Never, EVER let them get into a position where they have to attack the same unit twice. Ideally, you should get them to attack foes as far away as possible, that have the lowest counterattack threat. However, if you MUST absolutely attack the same unit again, try to attack from the hex opposite your foe, so you do get some sort of damage bonus. Despite their speed, you need to Haste them to get the most power of them.
If you're fighting against them, you have two major options: Slow them, or put them into a position where they can't easily move. Try surrounding them with your larger units. Ironically, you want to put the units that Champions/Cavaliers are most threat to right next to them, so they can't get any extra damage.
|
Angel |
3000 Gold + 1 Gem |
20 |
20 |
Extra Quick |
N/A |
|
|
50 |
200 |
12 |
Flying |
Hates Devils (50% damage bonus to Devils.) +1 Morale Bonus to all allied units with hero. |
Archangel |
5000 Gold + 3 Gems |
30 |
30 |
Very Fast |
N/A |
|
|
50 |
250 |
18 |
Flying |
Resurrects stack's HP worth of target dead units once per battle. Hates Devils (50% damage bonus to Devils.) +1 Morale Bonus to allied units with hero. |
Frankly, there is no better way to put a fear of God into your enemy like these guys. They are, quite simply, as Black Mage said in 8-Bit Theater: "Ten gallons of ass kicking in a five gallon jug." The chances of getting a serious number of these are pretty low unless you have like several castles, a Colossus, and serious Gold and Gems. However, they're worth it in any number, and the only excuse there is in not getting them is not being able to. If you rush yourself, and if you're lucky, you can get them before the first week is over.
Suggested Strategies
(Arch)Angels are offensive juggernauts, and more importantly, very valuable. Have them go after units that pose the weakest thread of counterattack: that is, anything that has already counterattacked or anything they will kill. Keep in mind the Archangel's ability to resurrect as well. Don't be afraid to back them off and use Expert Clone to help restore them. These are best upgraded.
If you're fighting (Arch)Angels, kill them off quickly, so you can kill the Morale bonus and their resurrection ability. Some players might not remember that ability though. That said, Devils with Slayer and Frenzy are probably most effective, although the Ghost Dragon's Aging ability is an exceptionally potent one for stripping away their powerful resilence.
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