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My first 20 turns have been just raising dead basic tar pits and trying to keep handgunners alive while sacing the rest of the meat shields.
Once you get more handgunners you start taking less losses.
Use your hero(s) and the specialty units you start with wisely and you dont need much else.
Depth guard and necroflex and noct get most of my kills. But ya all about undead gun lines and blocks spread out and cross firing.
(Didnt see legendary, I play VH/VH but cant imagine much of a difference...)
my fully army comp below, i only used 1 army the full playthrough.
direfin
ghost paladin
haunter hero
3 halberd DG
8 DG
2 necro 1 ROR
1 cannon
bess
2 mortars
i specced to buff the DG and arty under the red line.
Direfins spells are okay the ship is hard to aim but when it works its nice, winds of death still miles better tho...
my main heroes were unkillable and just melted anything, the paladin is the best thing in the game lol hes super faster and AL, takes no damage due to all that physical res and you can just stack wardsave gear on him to make him truly OP.
This would seem to be the campaign army to go for (with * swapped depending the faction you're playing).
I guess you dont need gunlines with that much arty?
I guess you dont need gunlines with that much arty?
No matter how good you use your gun lines the depth guard will outkill all of them, the depth gaurd do suck vrs tomb guard though unless youre direfin as they have magical attacks to bypass their physical res and just melt them.
Direfin is the strongest lord by far, her army buff along with the super OP hero make her unstoppable.
mortars are so strong, they work very well in sieges and when your DG is in battle they hit the enemy so easy and just wipe them, bess is great for this too and shes anti arty she wipes most arty in 3 shots.
Its a very powerful comp, you could drop the cannon for another necro or the ammo hero to refill bess.