1/31/2024 0 Comments Fantasy general 2 guideSo I can't be sure that the music of the last track is identical for all country specific versions. The last one also contains the narration from the intro. The war grunts fx need some work tho, hehe :bleh: Extra bag of popcorn for the uploader!Ĭhecking out my FG- CD I also found 15 musictracks. Overall, I give the game an awesome rating. ![]() Bombadiers do indeed rock, but they become target practice for their wizard :( Hexes become blocked with any ground unit, but an attack with a beefy unit pushes them out of the way, exposing vulnerable pieces. Take out fast units with heavies or calvary. Slingers are fast scouts/cannon fodder/go keep that thing busy over there. Reloading a captain is great, because the unit resists attack better, and takes only wounds. Reloading can be a chore, but wounded vs death means you can take a round and heal. The AI focuses it's magic attack on your "Best" unit. Blitzkreig! Most city monsters won't attack you one hex away, while the wandering ones definately will. Road use is critical, leading to towns and stuff of interest. One annoyance is when troops get pushed around and multiple attacked. Move archers frontline, backup with heavies, send in calvary in front of archers. if you put archers first, then the heavies, then cavalry. Downside-they must be surrounding the unit attacked. ![]() They add a defensive bonus when your units are attacked, often routing an assault. I've read other online guides, and disagree with some strats. Same for rewards(for liberating the towns/crypts/cathedrals) ![]() Having said that, the attack system is RANDOM! Read as-If you reload and attack again, you get a better/worse result.
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