Kingdom Under Fire: The Crusaders

Kingdom Under Fire: The Crusaders

Warstein Mar 2, 2020 @ 5:24am
Knight vs Heavy Infantry
Hi everyone,

I just wanted to know if there is any advantage to stay with the Heavy infantry be cause they have shield instead of upgrading to knight (two-handed weapon) for our main troop ?
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Showing 1-14 of 14 comments
NZL_Kazuiyo Mar 2, 2020 @ 5:38am 
Extras item for more stat boosts. This one is actually op if you think about it.
Dmg resist vs range
Penalty vs lighting isnt as severe.
Lyk.D9 Mar 2, 2020 @ 5:58am 
The real redpill is that the regnier campaign becomes easy if you get 1-2 orc infantry troops, turn them into heavy riders and then just treat them as infantry by buying as much melee skill as possible since they can run out of battle and heal themselves immediately at any time and easily disable enemy archers, mortars or siege weaponry.
KuFOrc Mar 2, 2020 @ 5:59am 
I think heavy Infantry is better than Knight.
Speed is more important.
Djozar Mar 2, 2020 @ 7:46am 
The downfall with knights AND heavy infantry, is the elves love of the use of lightning attacks. They will keep you (Gerald wears metal armor and WILL get stun-locked by lightning) stun-locked, making it difficult to end a battle quickly and efficiently, while killing off a bit of your main troops if you aren't careful. I found investing in some lightning resist armor for the troops and getting some HP regen armor for Gerald a worthy cause. Knights are more powerful, but due to their heavier armor, they are also a little slower than heavy infantry.
GrimoireDMD03 Mar 2, 2020 @ 3:55pm 
Paladins.
復活した黒 Mar 2, 2020 @ 4:30pm 
Light Infantry: Best Movementspeed from all Infantry, can change looks to Blue and generally my personal favorite (especially for Geralds campaign) and has Armor that can also take that sweet ranged attack resistence, but has lowest HP overall and is weak against almost all elemental attacks.

Heavy Infantry: Slower than LI, doesn't get ranged attack resistence from armor (only melee and lightning res), slightly more HP than LI and only got Lightning and Earth elemental weakness.

Knights: Slowest Infantry, has res against melee and slightly better ranged attacks, slightly more HP than HI, but has a huge Lightning weakness and earth weakness. Best damage as well.

Paladin: same speed as Knights, has slightly less melee resistence than knights, much more HP than Knights, but still got the Lightning and earth weakness. They can also use advanced heal spells and are a good addition, tho I never used them myself.

All depends on what you pair it with, for example my Gerald goes with LI since I can cover all of their elemental weakness with Rupert and Ellens Armor+Melee res with another elemental weakness cover from gerald. My first Gerald had a Infantry with 124 melee res and 60 ranged res that chased enemy archer without problems. For choke point holders that isn't my main hero I prefer Heavy Infantry (again because of resistence) where I can let my archers/air units/calvary do the main damage.
Warstein Mar 2, 2020 @ 4:41pm 
I don't thing you can get Paladins for main troop.
Ironslayer541 Mar 2, 2020 @ 8:36pm 
Originally posted by Warstein:
I don't thing you can get Paladins for main troop.

That you can't because your leader cant learn spells themselves, however im sure its something you could mod in or cheat in if you wanted to. Also from my battles the knights outperform paladins in combat, I think the game knows this to since when paladins go into combat there voice lines indicate they need help instead of they can handle it on there own. But there healing sure is amazing but due to having healing they cant have other magic like knights can.
Renyth Mar 2, 2020 @ 11:00pm 
I played this again a few months back on Xbox, As far as I could tell Knights will for some odd reason block just aswell as raised shields if you put them in closed formation, its like an invisible item for them or something.
Jhitts Mar 3, 2020 @ 12:13pm 
I go with heavy infantry mostly cuz the shield adds another bonus and hero units damage output depends more on your hero than your troops. For regular units i go for paladins or heavy infantry since my understanding is that their job is to pin enemies down til something else helps finish whatever they are pinning off
Doctor Gitgud Mar 3, 2020 @ 1:01pm 
I always used Knights as my main unit on the Xbox because they are the hardest hitting and the goal with your hero unit is to take enemy units off the board as quickly as possible.

Normal units I'd have paladins and curatio longbowmen. Having a couple of healers makes it easier to keep at least one out of combat and keep everyone topped off.
LDub78 Mar 3, 2020 @ 1:12pm 
Originally posted by Lyk.D9:
The real redpill is that the regnier campaign becomes easy if you get 1-2 orc infantry troops, turn them into heavy riders and then just treat them as infantry by buying as much melee skill as possible since they can run out of battle and heal themselves immediately at any time and easily disable enemy archers, mortars or siege weaponry.

Omg this strat is so OP. It was like in my 2nd or 3rd playthrough I realized this and just the sheer OPness of the Orc rage heal in Crusaders specifically.
LDub78 Mar 3, 2020 @ 1:16pm 
Originally posted by Ironslayer541:
Originally posted by Warstein:
I don't thing you can get Paladins for main troop.

That you can't because your leader cant learn spells themselves, however im sure its something you could mod in or cheat in if you wanted to. Also from my battles the knights outperform paladins in combat, I think the game knows this to since when paladins go into combat there voice lines indicate they need help instead of they can handle it on there own. But there healing sure is amazing but due to having healing they cant have other magic like knights can.

Ya and on top of this (though this applies more so to the Heroes enemy AI) the Paladins when controlled by enemy AI typically act more to avoid battle though sometimes they will engage in it when there is practically no other option.
DrewUniverse Mar 3, 2020 @ 1:30pm 
It's all about tradeoffs. Whether you go with Knights, HI or even LI the game can be completed with decent troop level. As far as the core hero troop goes:

Knights: best HP of the three. Built-in Melee resist, but this ends up being moot (see Heavies). They do get more melee skill through equipment compared to the other two jobs. Lightning weakness is scary, but manageable. You may try to compensate for this in Kendal's campaign or a few of Gerald's missions: use an Elven officer. At max level, their body armor provides massive resistances (almost 100) to two elements including Lightning.

Heavy Infantry: Slightly less HP, but more resistances. Even with Knight's built-in melee resist, this is overshadowed when equipping gear. The Heavy's shield plus body armor will provide a net increase in melee resist. You'll have slightly lower damage and HP in exchange for better resists (less healing needed) as well as improved mobility.

Light Infantry: I usually don't find their speed advantage significant enough to warrant staying in this class on purpose. They can catch archer troops quickly, but this can usually be done by sending Cav/Mortars/etc. at them anyway. If you buy gear, body armor will also be inferior.

In the end it's your free call. You can always change the job, for instance on a mission where you are receiving a lot of lightning damage, and then switch jobs again afterward. Generally speaking I prefer Heavies for my hero troop. More total melee resist, decent mobility, and they become titanic line-holders if you throw in a Dwarf officer or two with max-level body armor.
Last edited by DrewUniverse; Mar 3, 2020 @ 1:31pm
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Date Posted: Mar 2, 2020 @ 5:24am
Posts: 14