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Fantasy General cheats / Fantasy General hints / Fantasy General faqs / Fantasy General solutions Fantasy General hints I also am a mortal type of guy. So far the best combo for me is the paladin hero with heavy mortal units; I use very little mech. With Calis my armies are roughly 1/3 each foot, horse, and air. I have a couple spell caster and artillary units. Horse is split 50/50 between light and heavy calvalry. Air is 70/30 attack/bomb, infantry is 40/30/30 heavy/ light/archers. I barely use skirmishers, instead I use light calvalry and infantry. In battle I set up archer guarded infantry lines with artillary support. Light and heavy horse are placed behind the infantry lines. Attack air units are place above the infantry, bomber air units above the calvalry. First thing, attack air units are sent out in groups of two to extend my vision and flush out enemy air support. I start moving my units along the path to their chosen objectives. When enemies are encountered, I bash them hard with heavy calvalry, and then bring up infantry to cover the calvalry from counter charges. Light calvalry can fend for itself, I use them for all sorts of missions. Once enemy air is dead, I use my attack air units to soften ground targets. One attack and the grounder usually retreats, so you can hit it with a bomber same turn. Then a heavy calvalry charge for the small fry, or a light calvalry + hero attack for the big dudes. I use my heal spell roughly two turns into the major assault (there is always one, grin). This tends to be either 25% or 50% of the way through the battle. Here is my breakdown of each hero and their usefulness: Calis (the best): heal spell: great spell, very useful calvalry recruiter: a great skill charismatic: minor, but useful at any stage of the game healer: never understood this. anyone? Krell (pretty good): spells: great! fireball rocks, whirlwind is giant air advantage archmage: the recruitment bonus for magic units is weak Marcas (gets weaker as game progresses): infantry recruiter: not a bad skill to have famous: cool in the begining, less powerful later on warlord: I prefer quality over quantity general: see famous Mordra (irritating): heal beast/plague: plague is garbage, heal beast is ok beast master: flexibility is good summon monsters: hard to plan a strategy for The trouble with beast and magic units is that they tend to be low exp. I could see a beast master or archmage combined with general, that would be killer. How about Sauron, the Warlock King? Daniel M Lemberg lemberg@jhunix.hcf.jhu.edu Phone ##: (410) 235-3020 ------------------------------------------------------------ For me, the most flexible and effective combination is a strong heavy calvary (panzers) and airforce. The enemy units that the calvary do not destroy are picked off with the airforce. Air is also useful to move or destroy enemy archers away from position so that the ground forces can attack. A few skirmishers, light infantry and heavy infantry units which can force march are also useful. I am currently using mortal units with magic weapons but may add magic creatures when research is complete (the Phoniex hawk looks quite good because it can regenerate). One other thing that I'm getting fond of is invisible flank marches by my set of 5 elite Trail Runners, all with magic skirmish weapons. They can take out most poorly defended secondary goals (say by a Shadow Warrior or mech Warlord plus a Monk of Meo) with almost no damage to themselves. Occasionally I bring them in on a flank or rear of the main fight with major effect. One other thing that I'm getting fond of is invisible flank marches by my set of 5 elite Trail Runners, all with magic skirmish weapons. They can take out most poorly defended secondary goals (say by a Shadow Warrior or mech Warlord plus a Monk of Meo) with almost no damage to themselves. Occasionally I bring them in on a flank or rear of the main fight with major effect. Dan L. Pierson, Control Technology Corporation Other Fantasy General cheats hints faqs solutions: 1. Fantasy General cheat codes |