Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (латиноам. испанский)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
My two highest tier armies at turn 102 right now.
In Bretonnia final quest you will deal a lot of monster unit so squire are useless its up to you if wanted to bring them.
I suggest polearms and battle pilgrims supporting your polearms. Battle pilgrims deals more damage than squire in my campaign. Squire usefulness is their durability and AP but against monster unit they will melt.
Have some damsel of life to heal your infantry to force them to fight longer.
-4 bowman. 2 Fire and 2 Poison.
-Around 2 to 3 blessed trebuchets.
-1 Grail reliquary.
-2 Battle pilgrims.
-4 Grail Guardians (they seem like a better option over questing knight even with no armor piercing... they still have anti infantry and deal magic damage... ).
-2 Grail knights for the anti large (monsters & cavalry).
-Lord
-2 heroes, a Paladin and a Damsel (life magic)
Not much things in the flying area. Leoncoeur in the Hippogriff and a Damsel healing from time to time have been enough for me, the paladin in the pegasus is also decent.
But if I still have room for something I'm still divided between the royal pegasus and the royal hippogriff. The pegasus seems more resistant to damage but the hippogriff have the cause fear/terror de-buff.
Also have been trying some changes based on the legendary lords skill tree. The Fay enchantres have some nice buff to battle pilgrims and Grail Vow units so I'm trying to change his army in that direction (4 pilgrims, 1 reliquary, 6 Grail knights, 2 royal pegasus... not sure if the Grail Guardians count as Grail Vow units, but since they are so good I still have 2 in his army. Archer-trebuchet line remain the same for her, a Damsel of other lore to complement and one or two paladins).
Alberic in the other hand is ussing 4 squire infantry, to test the buff he can give to those units and lots of knights of the realm that he also empower, pluss 2 battle pilgrims and a reliquary. And mounted yeomen (or bowmen?) he have spend the last 50 turns burning down norsca settlements so he need a few anti skirmishers, Archer-trebuchet line remain the same for him.
Still in general with 6 to 8 cavalry units and playing some battles in slow speed seem like the right way for Bretonnia :P
Wow that is a lot of cavalry xD, looks like it requires quite some microing. I'm curious however as to how effective you find these armies to be? Can they fight well on their own or do you use secondary armies of like infantry and archers to back them up?
It's ok in terms of micro, since I use the Grail Guardians mainly like line infantry.
Haven't fought against the Empire and Dwarfs yet with those comps, but they work pretty good against everyone else without the need for reinforcements.
Ironically the Wood Elves archer heavy armies give me the most trouble.
I have the same problem with Wood Elves, they're a real pain to deal with.
Only good thing is if they've got Orion or Glade Lords leading them then your flying characters can kill them off pretty easily.
2 Bowmen.
2 Trebuchets.
1 Hero-Damsel or Paladin, varies.
8 Cavalry-Varies but I try to have 3 anti-infantry, 3 anti-large and two flying. The kind of cav varies depending on my finacial situation.
The man at arms/squires hold the line, the archers aim for large monsters or squishier/mounted range, spearmen/knights of realm are counters to enemy mounted or flankers, and knights make for decent flankers themselves. Trebuchet because its nice making the enemy come to me, and finally the 6 errant knights. Their job mostly is to run down enemy archers, seige and when theyre all cleared charge the backs of enemied who are fighting my main line.
With 4 knights of the realm gives me a total of 18/20 allows me to throw in a reliquary and a priestess or two pegasus etc whatever I feel I need.
Ofcourse these arent the top tier of units but for me personally theyre a nice compromise between dirt cheap and elite units. An army on a budget of you will. Its a little weak for seiges so ill usually make a seperate army with more infantry and less cav for that.
I group them based on type (Shock cav in one group, melee cav in another, etc) and use hotkeys.
hmm I usally go with two blessed treb's a couple inf to defend them, usally foot squires (about 4-5) then rest questing knights(or grail guardians) and grail knights. just slam questiing knights into thier inf, use grail knights to take at all monsters then mop up what's let with charges from grail knights
So you move them in groups rather than unit-by-unit?
Yes, absolutely. Micromanaging each unit individually would be maddening as hell for me, so I always group like units together and manage them that way. The hotkeys allow me to easily swap between different groups so I can quickly issue orders as the battle progresses.
The amount of units I'll put in each group depends on the unit, though. My 'anvil' infantry like spears will be in one big group by themselves since they're meant to just stand and fight, but cavalry and other flanking units are broken down into groups of two to four so they're not unwieldy to use.