Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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angardia Sep 28, 2021 @ 3:14pm
which army units considered good?
again this council....
they give me a choice on units:
top to bottom
inquisitors
duelists
barbarians
rouges
sorcerers

https://ibb.co/rf2fXgM

couldnt find any unit guides or so - if anyone have one, please share!
but any info regarding this units and units that are good overall is highly appreciated !
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Showing 1-15 of 98 comments
DarkFenix Sep 28, 2021 @ 3:16pm 
Those are all mercs, and all irrelevant. You're going to get one small unit of them, that's all. Just make sure you get either marksmen or bandits for your archers, hedge knights for cavalry, and keep a stack of clerics as bullet bait. That's the core of making a worthwhile army.
Last edited by DarkFenix; Sep 28, 2021 @ 3:18pm
Flip Sep 28, 2021 @ 3:19pm 
I like sorcerers, the have an unlimited ranged fire attack that's pretty powerful (albeit random). Marksmen are better but in my main army of have both Marksmen and Sorcs (plus a mage general) to bombard the enemy turn 1
ExcaliburV Sep 28, 2021 @ 3:22pm 
I've used rogues before, they do solid damage as far as melee units go.

Hellknights are better thought.
ec928 Sep 28, 2021 @ 3:26pm 
Yeah - that's just one unit, so pick anything.

You'll have more important decisions to make later where you pick the main types of units to recruit regularly. In the early stages where you only have a few options I liked high attack units like champions for infantry and marksmen for range. They have low health but as long as you have enough of them that they live through any enemy attack spell, it doesn't matter as you just heal them and carry on.
zpc Sep 28, 2021 @ 3:28pm 
Barbarians hit like a truck - I pick them most of the time and save them until I have a reasonable stack size (~50) before deploying them in an army.
malkavius77 Sep 28, 2021 @ 3:31pm 
Go for hedge knights/hellknights marksmen clerics and I noticed mongrel fighters did pretty good damage for an infantry unit.
Storm Sep 28, 2021 @ 3:32pm 
Everyone knows the best unit is shieldbearers. They are unkillable.
Last edited by Storm; Sep 28, 2021 @ 3:33pm
Flip Sep 28, 2021 @ 3:37pm 
Originally posted by MAIN HERO:
Everyone knows the best unit is shieldbearers. They are unkillable.

They also do no dmg and the crusader battles are all around nuking your enemy to dust before he does the same to you.

If they they some kind of taunt they would be useful, but they don't so enemy can and will just go right past them to your squishy units.
Storm Sep 28, 2021 @ 3:38pm 
Originally posted by Flip:
Originally posted by MAIN HERO:
Everyone knows the best unit is shieldbearers. They are unkillable.

They also do no dmg and the crusader battles are all around nuking your enemy to dust before he does the same to you.

If they they some kind of taunt they would be useful, but they don't so enemy can and will just go right past them to your squishy units.

I see no problem with 200 turn battles.
CHAO$$$ Sep 28, 2021 @ 3:45pm 
I wonder how good you can make shield bearers with spamming buildings their health is kinda bonkers.

On that note - unit count, base damage and base health matter the most for recruitable units since the town buildings can buff their stats significantly but can never buff their unit count and both damage and health bonuses are % of base value.

@mongrels, mongrel archers were pretty dope
@bait enemies really liked going after my out of position (top while everything else was crammed bottom) merc rangers that have fairly high defensive base stats and are very healable as a result.
Last edited by CHAO$$$; Sep 28, 2021 @ 3:45pm
XartaX Sep 28, 2021 @ 3:45pm 
Act 2:
Archers
Hell knights
Clerics
Whatever

Act 3:
Marksmen
Hedge Knights
Spearmen

Act 5 kills all your army, so it's better to focus on buildings during act 3

Act 5:
Same as above
Assassins

This act gives you an ability which recharges every 15 days which reinforces an army with more units of a random type that's already in the army. Simply split off marksmen into it's own stack and cast it, and boom instantly 400+ marksmen that will almost 1 shot anything on the map.

I can only speak for lich path, but for it I picked vampires and I was using them and normal skeletons. I'd probably try to grab skeleton archers if I did lich again. Later on you can also select some elite monsters (both generic and path specific), but that's pointless because you've probably cleared the entire map before they become relevant.
Last edited by XartaX; Sep 28, 2021 @ 3:53pm
Donduffino Sep 28, 2021 @ 3:51pm 
Marksmen, various meat-shields, magic-based general (Fire ball, Fire ball, FIRE BALL). There, I just won the crusade for you.
Flip Sep 28, 2021 @ 3:51pm 
Originally posted by MAIN HERO:
Originally posted by Flip:

They also do no dmg and the crusader battles are all around nuking your enemy to dust before he does the same to you.

If they they some kind of taunt they would be useful, but they don't so enemy can and will just go right past them to your squishy units.

I see no problem with 200 turn battles.

:D
ec928 Sep 28, 2021 @ 3:53pm 
One suggestion is avoid losing any army units, especially your range units. So before the fight ends, make sure your infirmary can heal all losses. And if not, cast heal either using heal spell or clerics/paladins.

Repeat the battle if you lose any of your ranged units.

Perhaps this makes the crusades too easy, as you'll snowball in power, but you'll have an easy time with this mode.
Antinomy Sep 28, 2021 @ 3:54pm 
Originally posted by Flip:
Originally posted by MAIN HERO:
Everyone knows the best unit is shieldbearers. They are unkillable.

If they they some kind of taunt they would be useful, but they don't so enemy can and will just go right past them to your squishy units.

They do get taunt in act 5 :D
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Date Posted: Sep 28, 2021 @ 3:14pm
Posts: 98