In my opinion, the Warrior handles everything without any problems and without losses:smile02:
Well, maybe I just got used to the Paladin's resurrection, and that's why it was tough with the Warrior. But with the Paladin, it's easy – you just put in a little effort, upgrade resurrection (both the skill and the spell), and nothing is scary! Although, I seem to have defeated bosses with the Warrior with fewer losses.
But what's there to think about? The Warrior has a bunch of perks to increase Rage, plus you can also take some from the Paladin. And "Rage Control" is at the very beginning of the skill tree, so take it and enjoy. :)
I took almost everything. I didn't have enough runes and money for the Paladin skills. On top of that, I added artifacts wherever I could + a set of Rage. But still, it might not be enough. Yes, I'm greedy :D
I also like Griffins – they're tough, have infinite retaliation, summon Guardians that distract the enemy (and they also have infinite retaliation, by the way), and are also immune to various harmful spells.
I kept Griffins just because of the Guardians. It was extremely amusing to watch enemy heroes trying to hypnotize them :D I had a shortage of the Griffins themselves – they were only sold in four places, and in the first two, there were very few, and by the end, my Leadership was skyrocketing to 50k. I didn't manage to upgrade Resurrection properly, so I had to be careful and not put them in harm's way.
Dryads look a bit strange in this combination: one stack of Elven troops, and their morale should be very bad, right? They can't use "Elven Song" – there are no other Elves. Their reinforcements are weak, and they die in dozens (unless male troops start targeting them in an unlikely way :D). However, I don't know, I've never played with them myself. But I didn't have any difficulties in battles against Dryads with either a Mage or a Warrior, so they surprised me a bit as a troop choice.
Everyone loves Dryad Thorns. As soon as I get them, half of the archers become no problem. If at least half of them reach the enemy, it will be quite painful. Besides, the summon has a cooldown of a few turns. Again – no retaliation. But with spells, it turned out to be a matter of bad luck – my companions missed everyone they could, and enemy units didn't even try to miss... However, they didn't aim at the Dryads either.
Demonologists – again, because of them, everyone's morale should be very low, right? And low morale is very bad for a Warrior, because he plays with troops.
Demonologists are neutral, they don't lower morale ;) Nor do summoned demons. And in my opinion, they are a valuable unit – a ranged attacker and two very good abilities. It's a pity there weren't many of them on the map, otherwise, I would have used them until the end of the game.
I took Assassins in my last playthrough and loved them, but if you think about it, they are not very productive. At the beginning of the battle, they can't attack (they have short legs, and they can't do a backstab until the enemy unit "shows its back") – and I always upgrade "Charge," which determines the style of combat – strike first, kill as many as possible before they get their turn. But okay, we wait, then we attack (although this gives us a loss of one turn for poisoning – if we strike first, the unit will suffer greatly from poison in its turn, but now it has already moved away). What's next? Run forward? But Assassins are a rather weak unit, it's too dangerous to go forward with them. The second ability – I don't remember exactly what it's called – is very rarely applicable. They can rarely kill a stack, unless you specifically direct them at an almost defeated one. Then, of course, we have a second backstab – which is very good. However, in reality, Assassins only play in the first round, and then they stand behind those who are tougher. They are physically weak for a Mage (well, at least poison helps), and for a Warrior, they play poorly because it's impossible to apply any buffs to them.
I tried to poison as many thick units as possible with a backstab (especially good against neutrals), and then I finished off those who managed to break through the Guardians, Demons, the Dragonling wall, and other fairytale monsters with the Assassins. If you wait to strike down some slow units and retreat, nothing will happen.
Archers are, of course, good, especially with the fire arrow, but at some point, it becomes clear that they die like flies, and therefore the army weakens from battle to battle. You can't play for a long time with units of the second level, even if they have three good abilities – strong monsters will mow them down like the plague.
Recruit more and go for the mines for the Orders! I don't regret the Archers. They'll kill half the squad, so what, I'll buy more (hmm, I wonder if there will be a lot of money on the "impossible" level too?). Again, they distract the attack. Not like Griffins and Demonologists, they are worth their weight in gold.
By the way, I used not only the second but also the first level with the Paladin. There were fewer problems with resurrection, and fakes in the amount of 2-3-4 thousand hit VERY hard, no worse than 12-13-14 dragons. Again – what is more noticeable: +20 to the attack of a dragon or +20 to the attack of a fake? On the other hand, it's harder to kill a dragon, but when you lose only one squad in a battle with a Paladin, you can have some fun.
I'm currently playing with Griffins, red dragons, artillery, Incas (resurrection of fifth-level troops + adding Rage), and giants – after finding the Sandals of Ogr, which increased their speed, they became simply amazing:smile51:
In the final, I had such a mess that I'm ashamed to even mention it. But before that, I played with Griffins, black dragons (I don't feel sorry for them... but I couldn't find them at the most crucial moment), Dryads, Elves, and Archers. Black dragons took a lot of morale from the Griffins, but a good artifact helped me. Archers were usually controlled by my squire (who constantly put them in harm's way, but they hit hard). Elves are just good archers (yes, my favorite tactic is to kill goats before they reach you), and Dryads and Griffins distract the enemy with summoned troops as much as they can.
I got red dragons only for the battle with Baal (well, I messed up badly with the army, hmm... :o), I regretted not taking them earlier – they are not much weaker than black dragons, and they can burn from a distance without harm to health. Artillery is good, I loved playing with them and alchemists in Legend. Inquisitors, hmm... Resurrection, I agree, is very valuable – if I had taken them and Demonologists, there would have been fewer problems with troop losses. But I don't really like them. I don't like Giants :D They ruined so many battles for me with their jumps (there were no resurrection spells, and Demonologists can only help once), that I tried to kill them as soon as possible. They may be good in your army, but – I don't know, I don't like them.
🏹🎪+⛓️♿=💕