He can only reach L2 but that is worth having, as then it can beat any enemy scouts that it runs into. Preserve the Gryphon Rider - you are not able to recruit more.In the key scenarios of this campaign you will be playing aggressively, either trying to assassinate enemy leaders, push through narrow tunnels, or run for signposts, so it will be much more useful to level up fighters than guardsmen, since the higher damage output will be more important than higher resistances.It is hard to imagine having too many Dwarf Lords in any scenario in this campaign, but even one Dragonguard is sometimes too many. They are worse than scouts against woses, but better against riders, and they have slightly better armor, but their attack is extremely inconsistent which can make them a liability in key scenarios where you are fighting enemies on good defensive terrain. Thunderers are questionable in this campaign.It is very useful to level up one or two scouts all the way to an explorers, as their ranged attack is excellent against woses.Their high resistances make them even more attractive in this campaign since healing is in such short supply. Dwarf Lords are the backbone of any dwarven army you will want at least 2 by the Forbidden Forest, and more is better.Heal +4 may not sound like much, but with the removal of mages this is your ONLY source of healing for the entire campaign, so getting him to level 3 ASAP should be your absolute top priority. As if this weren't enough, he gains Cure at level 2 and heal +4 at level 3. He has two magical impact attacks, one of which slows, he’s very fast and, most importantly, his Inspire ability is like super-Leadership that can give a Leadership-like 25% attack boost to even units on the same level (so, once you have him at 元, he gives even your 元 units a boost and makes your L1 units into cruise missiles).
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