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Archers do well in some groups. If you have a group that deals heavy damage to the front line, often you got squishy targets in the back, so the melee can wipe out the front line then the archers will snipe the people in the back and kill them.
I usually put my toughest Melee up front, obviously. If it's intended to be a primarily defensive unit I put two Shield-users on the front corners and a more offense-oriented melee in the center.
the middle column is flexible depending on what I am going for.
My cleric will either go in the middle center or back center spot depending on the overall unit composition. I like an offensive spellcaster in the middle too. They always have 0 Armor so they NEVER get put in the back. But I may also put light/offensive melee there too(assassins and sword women, etc) flanking the healer/spellcaster
Back column will be for additional ranged units(Archers, rifles, etc) tha thave at least SOME defense. I don't want my rear column being one-shotted by assassins if it can be avoided afterall.
The tech that allows Paladins to give Clerics addition defense simply by being in the same party with them makes it alot safer to put your clerics in the back without fear of them being assassinated.
My only real specialized squads are Bowman and even then I put three melee up front and a healer. Or Samurai up front for a Melee/Bow hybrid.
And Abigayle has the dragons. Abigayle has ALL the Dragons and my enemies fear her sweet, pretty little smile.
In the end it was just him and that paladin left standing. It was so fitting. Stefen and his rangers were first to fall. Victims of the chests outside the fort. The archer squads next. The three cav with the two healers. One by one they fall as enemy cannons fire round after round.
Made it to turn 5 after the siege. Couldn't get to 6. Only had two tier 3 shield spear. One was leading a squad with two other tier 2 spears. Anti cav. I also had two samurai with a shield spear leading them. More for mopping up and helping to hold front lines. And collecting treasure/buildings/mines.
However it does seem useful to have an archer in a low mobility squad to attack at range when they aren't close enough to fully engage, less for the extra damage but more for extra experience for the party since it seems to be shared, but I haven't fully explored this yet.
Having a melee unit in the back row covering the rear of your healer pays off when facing those stealth attack units.
Traits can make a big difference on the effectiveness of a formation, too. Beacon/Bodyguard on a Sentinel front and center is pretty sweet.
I tend to not make Mage squads until I get Mage Regiments (to maintain 6 speed so they don't fall behind the rest of my squads), and even then they're so squishy that I have to put tanking units and a healer anyways so it's basically a more damage oriented mixed melee squad.
Abagayle gets dragons plus mages and any extra dragons tend to get mixed into mage squads to both tank and deal even more damage. Lysander is the gun guy with spears in front, though I might start adding some to my melee squads once I get extra gunmen. Once I get Musketeering, I think I'll make him a full gunline unit.
Archers/Crossbows in melee squads do have their uses though, it's just that I prefer massing them for maximum damage at range. I put a couple of crossbows in Raskuja's squad once, and they were sniping both the armored frontline and the squishy backliners pretty well.
You can also use them to get a free combat heal if you shoot at units that can't shoot back and they can prevent the morale loss from technically losing battles if the enemies' mixed squads take potshots.
My ideal group is 1 dragon, 2 cannons, 1 mage, 1 bow, 1 healer and 2 frontline tanks.
I rarely use light infantry on my main groups. Mostly tanks and AOE damagers. My kill anything squad goes 4 cannons, healer, 2 mages, 2 tanks.