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I have never used Guard, but I imagine it is for people cycling their leaders before ending their turns. If a leader doesnt need to be moved you can use guard and they wont show up when you press Select Next Leader, can be useful on large maps.
You do not need to press it
For example the Skeleton Champion looks really cool so I like using it while the Phantom Warrior is fairly overpowered so I don't use it when I want a challenge.
There are practical reasons for locking units too, sometimes the evolved variant might have different effects or might be AoE instead of single target, so it can be handy to keep an unupgraded unit for certain comps.
Some maps might be low on gold so you want to prioritise certain units over others, you "waste" exp when you keep a unit that is waiting for a building, so if you lock them they will keep leveling and keep getting stronger, but they won't get the next "jump" or effect.
Which brings me to the last reason I can think of, when a unit gets upgraded their exp per level increases, so if you lock them you get more levels more quickly. Sometimes that gives you raw power which is useful but it rarely outweighs special effects.
Legions can get from their mage+support tree branch both mage and support unit. Main purpose of this tree is support unit: Succubus, Incubus or Doppelganger. And at same time it is only 1-blcok mage unit. "Support" tree of 2-block units actually best to be mage - Tiamath. But it is 2-block in-front mage unit.
(btw Overlord n Abyssal Demon worse than Fiend, although Abyss one has paralyze but only as additional perk for frontline tank warrior which is not main unit in party and Fiend still have larger stats)
So you can go to Doppelganger or Incubus and still able to have regular AOE mage (not sure which Tier to lock, with Incubus you can lock Tier 2 or Tier 3, T2 have less XP cap sooo....).
And that work for all trees branch where differ unit types. I dont see reasons to lock 2-block units of Clans/Legions. So it is Clans "archer" tree where you can keep 1-target axe thrower Tier 2 and get Flame Caster Tier 3. Tier 2 regular front-line warrior and Tier 4 Wolf Lord/Hermit. Even their support unit can be "swapped" to two at same time: Alchemist and T2 booster - although i forgot their stats, maybe there is 0 point to do that (T3 booster much profitable but worse than Alchemist, it would be cool to get both Alchemist +1 attack and Druid +75% but constant and also rare but useful Cure)
(btw Alchemist in every cases looks better, even as Cure feature she technically does not have).
For Legions it only one tree branch i mentioned. At same branch as mentioned previously in thread it can be 1-target Hug and AOE Succubus (this one not worth to lock to 1-target since there is still high chances to have 0 turn duration).
For Empire it is only Mage/Elementalist.
Undead is not just about Specter and Shade. You can go to archer branch keep Tier 2 locked Warlock. Same reasons as Legions - it is mostly archer branch, since it is only archer Undead can get, as u know even ranger hero is a mage. But it is one of two mage branch and only 1-block one.
Yep, Elder Vampire looks so much greater, but you cant have them and Death Avatar at same time.
Elven Alliance can use that for one of two support units goes one to Tier 4 and keep one at Tier 3 with OP perk as 4 elements ward - basically make somone immune.
As i remember no point lock archers... or there is? And unfortunately no place to use Lock for warriors, no way to make both armored and armor pierced warriors. As i remember. Although in campaign Saga there would be both units available in garrisons so you take Armored as is and go upgrade savage centaur from T2 one.
Legions: if you go to Succubus you need Tiamath. No point lock Hug. So no point use Lock Unit type. But you know, this is not a best party for Legions, right? So Doppelganger/Incubus and locked mage Sorcerer/Demonologist is actually MANDATORY. Maybe your main is mage hero - gargoyle, Incubus, two infernal knights (or two Doppelgangers instead of incubus+one infernal). No Lock feature - but you still need that for second hero.
Empire, and especially against Undead Hordes, need mage hero as main - AOE healer, Elementalist archer (+one block for Elemental), two frontline warriors.
And again - you would need regular mage unit for your second hero (pegasus knight).
This mostly for Skirmish and MP, which many players ignore and call game campaign oriented and unbalanced. No strategy game are campaign oriented, and not Disciples too.
Even for sagas you need abstract yourself from looking on factions last Tier's ultimate branches and playin as one-hero as in RPG. This is TBS with RPG elements. Even in campaign important to use more than one "main" hero, not counting Tier1 "delivery boys". You must planning ever Tier, how you goes through them.
Although i never use Guard. I did use [TAB] to check every party/leaders. It is already a obvious difference in manner of playing. I always use KB as main input, i always have many parties. Well, just two heroes, few thieves and rod planters - and you already need that [TAB] key.
Larger map - more heroes you need. Still as "main heroes". You can start with mage hero, but hire warrior to easier level up 2nd Level for units supposed to get them back to mage hero. So you goes in two parties from beginning, when warrior hero be even more advanced at early game and then swap main-main hero role to mage. At 1st sagas missions too.
Opposite to HOMM you can make deal on your units - and not hero. In Skirmish/MP, not in the sagas. So all of your heroes would be "delivery boys" for your units - swap them constantly between leaders, make "hero chains". At same time use some canon fodders deadmans. Like Gargoyle swapped between two parties where hero not matter and there is one possesed Tier 1 warrior in each party - to dead. In favor of faster Tier 2 Gargoyle.
Disciples is a strategy game, about temp and rush, as every strategy games. Lock Unit type is not about crushing Capital's, it is about make fast temp rushing parties, get overleveled units as soon as possible. And that mean Empire and Elven Alliance are much stronger than other 3 playable factions.
Disciples 1 - with no overlevels at all - are entirely differ game. But rules are same. Both D1 with no overlevels and D2ROTE with overlevels - you need two "main"* heroes. Maybe if you go to D1 to play, you get ideas for some new strategies.
In campaign sagas of D1 there is some oppositional to D2ROTE. While you need more heroes in Skirmish of D2ROTE, you need more in campaign in D1. In D1 maxed units (and heroes) not only wont get overlevels - they still "eat" XP. In campaign it is easier to get one party maxed out levels, so you hire another one. And another.
And Lock Unit type feature described in at least one of manuals. i not remember if it is in d2_gold_manual.pdf (not present in Steam version), it is present in D2ROTE manual (which obviously not present for Disciples 2 aka Gallean's Return) and in Gallean's manual d2_manual_addendum.pdf.
Also, something described in ReadMe as missing from manual.