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AuthorDiscussion of the day : Tier one n their upgrades
Goblins => Hobgoblins
Sprites => Faeries (becomes a caster)
Skeletons => Skeleton Bowmen (becomes a range unit)
Gremlins => Gremlin Engineers (can heal golems)
Imps => Spawns
Peasants => Recruits (can stun)
Bandits => Poisoners (can poison)


So which of all do you guys feel are the strongest?

To me is Faeries (no retaliation, broad attack caster) then followed by skeleton bowmen (quantity range)
Faeries, hands down.
Skeletons => Skeleton Bowmen
the most dangerous upgrade
faeries are a royal pain in the butt but skeleton bowmen are more dangerous due to larger numbers
Skeletons => Skeleton Bowmen
the most dangerous upgrade

:)
Skeletons archers is a main firepower and strongest unit for Necros.
The most nessesary and most painfull too )
Skeletons, cause faeries die on the 2nd turn.
Skeleton Bowmen
any ideas for 2nd? I think it obvious which is the best
Goblins => Hobgoblins
Sprites => Faeries (becomes a caster)
Skeletons => Skeleton Bowmen (becomes a range unit)
Gremlins => Gremlin Engineers (can heal golems)
Imps => Spawns (can drain mana)
Peasants => Recruits (can stun)
Bandits => Poisoners (can poison)


Okay now which is the crappiest.

Hobgoblins or recruits?:p
Hobs at least Recruits have a useful ability, lol imagine one recruit stunning a stack of Vampires
by it self strongest is pisoner, 16 hp, range atack, poison and good close atack, but strongest are skeleton bowmen becouse their number are huge and they are only hu is welcome to army at any level, ofcourse faeries are good to.
Totally agree with post 12. Also, Sprites are pretty nice, you will love them on higher levels for their Dispersion spell.
Hobs are strong enough too, on 5-6 lvls in big amounts, but they don't live much...
Skele bowmen =)
skeletal bowmen
skeleton bowmen
"power" table
1)skeleton bowmen (coments higher)
2)spawns (drain mana, huge damage 2-3, very usefull for demon-wizard)
3)gremlins (good ini + repair, good in groups)
3)hobgoblins (2-2 damage, usefull in groups)
4) faeries (good only in hunt and EFOnSelf battles)
5) recruits (no sens in groups but gives 3-4 swordsmen with high training skill)
6) Poisoners (same as spawns good for DE-wizard, in defense mino+poison tactics, without rogues, good mele fighters )
This topic is long since last update and considered obsolete for further discussions.

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