Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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ChompyRiley Jan 31, 2024 @ 6:23pm
What are the best army units?
In your opinion?
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Showing 1-11 of 11 comments
Triple G Jan 31, 2024 @ 6:28pm 
The sorcerer generals.
canuck250 Jan 31, 2024 @ 7:10pm 
Archers into snipers. Clerics from mercs and any stack of cav unit. If you just spend money on those 3 from the start, you will set up into a solid mid game. A trick/bug is to buy 1 stack of cleric from the merc list, then reload. It will let you rebuy the stack of clerics, if you just buy 2 stacks and then reload both will still be greyed out. Later on any ranged unit are good, just focus mercs into a few options instead of buying everyone. Also if you are still act 2, head north a bit before east until you level up. That with the cleric trick lets me clear the tough fight east.

I forgot about footmen. Buy them also, champions can reach 300+ stack really easy and they are awesome in the midgame. My main party is often Setsuna Sky with snipers, hellknight, clerics and champions. While the female chief mage has trash units sitting on the other side of the map catching crash mobs advancing.
Last edited by canuck250; Jan 31, 2024 @ 7:19pm
Chunky Feb 1, 2024 @ 12:12pm 
Marksmen

If you mean what's the strongest per unit, then signifiers
Vertigo Feb 1, 2024 @ 1:02pm 
Assassins are also great because they can teleport across the whole board.
anfindel13 Feb 1, 2024 @ 1:30pm 
Green Plastic Army Men - except around fire.
thkiwow Feb 14, 2024 @ 5:19pm 
general that can attack with spells and cast healing spells. master of maneuvers in general.
the rest are mercenaries like hellknights being great, for example. units that can heal are not that good, because they are heavily limited and the general could usually do that.

as for archers, I wouldn't take marksmen. scouts are better. because some generals can cast spells and will one shot the entire group if they can. they always aim for the archers first.

having a larger infirmary is also good together with heal. in general what you want to be capable of doing is to never lose any units across the entire game. you'll eventually get stronger because numbers also mean quite a lot. since the strength of units is also dependant on the numbers you can have of them. in that respect undead units from lich are the best because you can have a near infinite amount.
Outlaw Feb 14, 2024 @ 5:42pm 
General with fireball
MMJ Feb 14, 2024 @ 7:11pm 
Caster generals are so OP, I'm forcing myself to not recruit any in my current run - if only to avoid the 1 round battles (round start, fireball in the ennemie army, marksmen play their turn and ... it's over.)

It's a shame that the crusade battles are so basic, they could have done something interesting with that.
I found the sarkorian dog botherers and axe flingers to be very good. Axes are ridiculous damage just like in your single character builds, double hits too and they have lots of hp.

The dog botherers give you a free disposable unit which is invaluable for drawing out nastier enemy attacks because they have a cavalry style movement range, and wasting their time and it effectively doubles the footman paper dps also.

Unpopular opinion but Ageboya > Setsuna because she starts with more power and has better progression picks when you need them while levelling.
Last edited by Goblin King Jareth; Feb 14, 2024 @ 9:28pm
Triple G Feb 14, 2024 @ 11:28pm 
Also unpopular opinion:

You can make it work with any general, but obviously the caster ones are easier, as they in a way make the units obsolete - while the other generals can´t win the battles on their own, and the casters only need a few units who can take one or two hits till the enemy is deleted.

Else:
Originally posted by MMJ:
It's a shame that the crusade battles are so basic, they could have done something interesting with that.
...and that starts with the simple thing that You can´t even split up the same unit stack into two - without counting as a new stack, when the number of stacks is very limited. So to block off a ranged unit from melee attacks You need to have at least 3 other stacks, while the maps are too small, and oftentimes You can´t move the outer infantry unit if some obstacle is right in front of them, and another unit stands next to them. Also the double move ability is wasted when You say that You want to wait till the end of the turn to move the other units first...

So it´s all about doom stacking and certain general abilities - and all You need are 2 armies - for the whole game, while You only need one to clear the map, and one to occasionally defend at the other side of the map. And then the abilities that "all lvl 20 generals" get some extras, when You only get one lvl 20 general anyways...
Last edited by Triple G; Feb 14, 2024 @ 11:29pm
Sir Prometeus Feb 16, 2024 @ 11:37am 
Anything ranged, in big numbers. With morale high enough to shoot twice

And siege skills, or heaven spells.

Just anything that removes enemies before they reach you
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Date Posted: Jan 31, 2024 @ 6:23pm
Posts: 11