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Weaknesses: Cavalry can kill them quickly, as they do full damage (unless the skirmisher has a boots of rapid movement!) They're a little slow in open terrain.
Opinion: I like them a lot. I have a lot of either them or light cav. in every army. They are beefier than L.I. because of half damage rules, as well as skirmishing... A group of skirmishers will easily slaughter a group of Heavy
Infantry similar in size and price.
Combined with archers, invis. gives a nice ambush attack- enemy tries to attack the apparently lone archer and moves into the skirmisher, giving an ambush plus defensive fire.[DWP]
Archers
Slow infantry which has a missile attack and defensive fire.
Strengths: Missile attack which allows only missile return fire. Defensive fire, which is great on defense
Weaknesses: SLOW. This can be Very Annoying. They're pretty wimpy when attacked directly. They do less total damage, but get a fair amount of kills.
Opinion: Lukewarm. They're not necessary, but they're nifty if you can get them to the frontline. It is unclear to me if upgrading to Royal archers is a good thing. You don't get the 3 missile and armor, but fire archers move as an open formation, which can make the difference in getting into battle. defensive fire comes first which may soften the attack's strength The unlimited defense fire is very useful in the front line so I like to give them the boot to keep up the speed. Krindel is second only to Malric and actually more useful in the end game. The archers would get fire bombed in the 6th continent but that is much better than weakness on your HI.
Cavalry
Melee unit faster than H.I. but somewhat weaker.
Strengths: Fast. +8 to melee if _attacked hex_ is clear, road, etc. Phoenix
Knights Rule.
Weaknesses: not as strong as H.I., particularly early. Somewhat expensive.
Opinion: Thumbs up. Either Cav or H.I. is necessary in force. Their greater mobility slightly more than offsets their relative weakness when comparing to
H. I. Raise Dead is the best spell in the game. Phoenix Knights, unless they die all the way, don't lose xp from deaths. Very Nice. And they're a mortal unit!
Light Cavalry
Very fast skirmishing cavalry, somewhat weak.
Strengths: Very Fast. Skirmishing. Takes half damage from attacking units moving _as fast as_ or slower than they.
Weaknesses: They don't do that much damage. Pretty expensive.
Opinion: I like them; I wouldn't go without either them or skirmishers. Half damage is great, but watch out for Sky Hunters. I almost favor skirmishers, as
L.C. are awfully wimpy, but I usually go for a unified mostly Cav or mostly
Infantry theme. They don't have to fear (slower) Cav as much as skirmishers do.
Since they run fast, they are very useful to lay siege to faraway towns.
However, two units are needed if the defender is a melee unit because of their tendency to retreat.
Sky Hunters
Aerial Melee units.
Strengths: Flight, Very fast. Escort ability(see combat above)
Weaknesses: expensive, wimpy in comparison to other melee units.
Opinion: Absolutely Essential. I can do without any unit but Sky hunters. They are critical, and sometimes hard to keep alive. A _minimum_ of 25% of your forces should be S.H. IMO. Phoenix Hawks are a major reason to play Krell; as I said earlier, Raise Dead Rules.
Bombardiers
Aerial missile unit.
Strengths: flight, fast. Missile attack.
Weaknesses: expensive, somewhat wimpy.
Opinion: Pretty good. Fast and flexible, useful in starting the attack on tough units as well as harrassing wounded units. Their weaknesses hurt, though, making them nice but non-essential to me.
Siege Engines
Ranged attack unit with special siege attack
Strengths: Range of attack, siege attack on castles/towns.
Weaknesses: SLOW. Very wimpy in melee. SLOW. Attack doesn't get good until several upgrades. Oh, yeah, they're slow.
Opinion: Dislike. There are some situations where they're good, but it takes forever to get them forward, and you have to protect them too much.
They do get pretty nasty if you can cluster them near a town, as each one gets support fire for each attack.[ML]
Chain Guns is the upgrade much need to get to range 4, to compensate for their slowness.
Spellcasters
Spellcasting skirmishers.
Strengths: Well, spells. Magical skirmish attack.
Weaknesses: Slow. Spells mostly suck. Wimpy. Only 10 life.
Opinion: Dislike. The earlier spells (healer, banshee) are pretty good but the later ones are poor. The 10 life per unit disadvantage hurts them a lot. As mentioned on the net, they'd be worth it if they kept all spells up to their grade, but as is, thumbs down.
Campaign management (outside of battlefields)
RESEARCH
How much cash must I invest to get a certain grade of unit?
Roughly, it costs as much as the unit costs to buy(Not to upgrade) after you get the previous grade. There are discounts for some characters (Marcas for infantry, etc.)
How does non-mortal research effect this?
I think it's just additive. (big disadvantage.)
MAGIC ITEMS
What does X do?
The manual and on-line stuff seems to be pretty good. If you're curious, you can check them out in the arena by clicking on item on the unit screen when you're building your army.
Can you get multiples of the same item?
Yes. No restrictions, as far as I can tell. except for skull of krang.
CHOOSING BATTLE SITES
What are the battle trees? Where do I find X? How do I get Y?
(Please send in your paths through the different continents. Make sure to use the lettering conventions. This data will help with some of the more complex mapping issues. Try to take different paths than the one(s) listed here.)
[KMW],[GD],[PK]
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1st Continent (Dragga)
MAP OF CONTINENT #1 (6/96)
NOTE: "X" and "Y" are map decorations (castle Icons) - there are no battles there.
. . . . .
.. . . . .
. . . . . . . .
. . . . . ..
. . . .
. . b c .
. . . .
. .
. .
. .
. a .
. .
. .
. .
. X .. .
. . . .
. . . . d .
. . . .
. . . .
. . . . . . Y .
. . . . . .
. . . . .
. . . . .
a)Scarlet Plain b)Fareach Valley a-->c b-->c
c)Hoaroot Forest
If you are Calis, Malric can be found here
If you are Mordra, Shandel is found here - [PK] c-->d
d)Cynehelm Valley
If you are Krell, Loric can be found here
If you are Marcas, Borric can be found here end of 1st continent
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2nd Continent (Aelcar)
MAP OF CONTINENT #2 (6/3/96)
NOTE: "X" and "Y" are map decorations (Castle Icons) - there are no battles at either.
. . . . . . . .
. . . . . . .
. . . . . . . . .
. . . . . .
. X .
. b .
. .
. a g .
. .
. .
. .
. f .
. . . . .
. c .
. d .
. Y .
. . . . h .
. . . . . . e .
. . . . . . .
. . . . . . . . . . .
. . .. .
. a) The Vale of Sorrow
The Priest of Handola can be found here if you reach the Temple of Handola in about 10 turns.
If you get there earlier, he'll give you gold or an amulet
If you get there later, he'll probably be dead.
If you beat this battle in about 13 turns, the
Caerovian Peninsula will be open to you. a-->b, c, d (by turn 13)
b)Forest of Weeping Wind c)Broken Fang Pass b-->e, f, g c-->e, f, g
d)Caerovian Peninsula
The MechMaster Ferras can be found here
He will provide you with the MechMaster ability, allowing you to recruit mechs d-->b, c
e)Rholmere f)Sundered Plain g)Cape Havoc e-->h f-->h,e,g g-->e,f,h
If playing Krell or
Marcas then
Dreggo found here
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Other files from this game:
- Fantasy General editor by System on 14/03/2006, 06:30
For more information please read manual.txt - Fantasy General FAQ by System on 09/03/2006, 09:50
- Fantasy General hints by System on 09/03/2006, 09:50






