Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
No, I'm not suitable for tournaments.
But on the topic, after playing through my scenario, I can summarize.
Knights are indeed weak. All of them, except for Paladins. This is the only real unit that, with decent attack skill (around 10), cuts enemies to shreds like they're snacking on seeds. Considering the double strike and simply divine health compared to the rest of the weaklings, it's a lifesaver for a player who has chosen this Castle. The backbone of the army.
But that's not enough. All units are infantry, and the archer with his 10 HP dies very quickly. In the end, only infantry remains, without any flying units. Defenseless against mages, trolls, liches...
I see two paths: either replace the first two Knight units with someone more worthy (Elementals in PoL, for example), or leave the units alone (they're weak anyway) and focus on developing in a magical direction.
I won the game only because I completely deprived the AI of the chance to cast spells – I took a special artifact. Difficulties arose only with Titans and Dragons (red ones). Fakes, Barbarians, and Necromancers without magic are easily defeated. But this is more of a coincidence. This is to show what happens when a Knight, pumped up in terms of combat stats, fights a mage who is more developed in the magical field.