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edit - it is something to try, but actually now that I think twice about my unit suggestions, red and black dragons do fire damage, which the demons resist highly. hmm, still something to try, especially if your spells can do it all without your unit's help, but maybe another set of units would do better. or maybe a lone stack of black dragons and 4 empty unit slots would be enough, if your black dragons could avoid combat entirely and you could do it all with spells. in that case you might not need slow.
I pretty much never used trap in this game, but now that I have been playing Crossworlds, I probably would. I didn't realize how useful trap can be since it does damage and stops the enemy in its track, regardless of how many action points for movement they have and they can't attack after they hit the trap. And the UI is a little stupid in that it will try to come straight at you if you have a unit right behind the trap and the enemy can move in a straight line to you. It could be possible to trap them, take a step back and place another trap, and repeat.
I also know that some people liberally use the Armagedon spell and then resurrect if they are trying for zero losses. I didn't use armagedon until the final battle in the game.
edit - also when it is efficient, healing spell for a few hundred or more health on green dragons is good.
edit2 - also, giants can do this tanking as well or better compared to green dragons. but they need ogre sandals or pilgrims boots, and they need points in the warrior tree in tactics to start them farther forward on the battlefield. not sure you have those things.
edit3 - make sure green dragons are far enough forward that the enemy can't move past and attack your ranged in 1 move, while putting them far back enough that the demons need to burn sprinting to reach them, and maybe can't even reach them turn 1.
A large stack of dryads is also good because they can move really far and have no retaliation. So, you can wait until the demons have moved and then dart in and attack without retaliation and then move at the start of the next round before the demons can attack.
Dryads seem much better in this game than in Crossworlds.
Another thing to consider is Demonesses. I only experimented with them a little bit, but one strategy would be to let the demons get closer to your end of the field, let something with a high speed move to the other end of the field and then use the demonesses swap skill to move your unit back to your side and the demon stack back to its own side. Then they have to traverse the entire field again. Combine with Slow to make it take even longer.
- My standard late-game army has *2* half-size Dryad stacks whenever there are Lullaby-vulnerable targets. This makes it trivial to resurrect losses at the end of the battle: I don't need to cast Phantom, or anything at all, to maintain permasleep. In this case, the thorn stacks they generate aren't the best at stalling Demons, but they should provide enough support to make the battle winnable.
- If you have Slippery Cuirass and Twinkling Boots equipped, Stone Skin brings your Knights up to 95% physical resist.
- If you have Assassin's Dagger equipped, Lake Fairies are an excellent damage source with enough initiative/mobility to kite Demons. Anga's Ruby makes them even better, of course, but you can do without it.
Sorry if it's a dumb question but, do you mean you can use the resurrect spell on your army after battles, like opening the book and use it? If so then I've been wasting a lot of money haha (except when I have units that can't be resurrected).
No, you have to finish your resurrecting during the battle. The reason why double-Dryad makes life easy (when there's a Lullaby target around, anyway) is that you have total control over when the battle ends. You can take as many turns as you want generating rage from Inquisitors (or Reaper's Rage Draining, though in that case you're technically limited by the amount of HP in the permasleeping enemy stacks), turning rage into mana with Lina's Chargers, etc.