![]() The majority of your squads should simply be heavy hitters that can also take the occasional punch without much issue.Īll "light" melee units are basically noob traps. For example, if your unit has 7 characters total, make it one valkyrie or mounted cleric, three heavy knights or horse archers, three heavy infantry or ground archers (with one of those seven obviously being your hero/leader).Īrchery in itself is all right for certain supporting attacks, but if you go for it, make the entire squad a ranged unit and only make 2-3 squads like that. I strongly suggest putting a slight majority of cavalry into every single unit. ![]() That means it has more base speed, which is nice in itself, but it also gets that fall-back move that allows you to hit the same enemy unit with multiple of yours even if there is only one space to reach them from, which is a huge improvement in strategic speed. If a unit contains a simple majority of cavalry units it gets cavalry move. ![]() Which leads me to the second part: Cavalry seems to be vastly more practical than most everything else. The way the land is laid, the enemy moves and combat works makes it so that it will take a lot of conscious effort to make ambushes actually happen and they are not that powerful, while the backstabbing is also often simply not powerful enough to warrant all the drawbacks compared to simply using heavier infantry or cavalry. From having played through the campaign about twice, I would not waste my time with ambushes and "rogue" type infantry. ![]()
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