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Angels and paladins – how to use them? There are also discussions about them here.Auto-translated
You don't think very well for an IQ of 142. :) Archangels are a powerful offensive unit!
Archers also shoot well, but all these creatures are support for the Paladins, without whom...
All of this is true for my tactic of playing as Haven, when I train Paladins from monks with all the available resources.
What is that quote? o_O And it's stupid. :) I prefer Vittorio on small maps. :cool:
You're right to prefer that, I sometimes play as Vittorio too :)
And again, you're not thinking very well. :) Vaishan or Iranna are better, IMHO. Sinithar is the third best in the Dungeon faction, not counting Raileigh. :p
I almost choked on my sandwich :) I'm not going to describe the advantages of Sinithar in this topic, but they exist :)
Don't say that I don't think well, maybe I just think differently :)
Archangels, to be honest, aren't very good... they have low HP and their attack with defense is weak. And they can only be resurrected once! I don't really like them. As for Paladins: against me, 100 archers killed me before I could even reach them (there were 15 Paladins).
well, if we're talking about pairings... they're everywhere. Take any faction, for example! Demons! The Devil befriended a cave demon – how? Well, the cave demon explodes a crowd, and the Devil finishes them off... yeah... and he also resurrects demons from other demons. Elves... elves are the most dangerous of all!!! Trees + archers, and they're also good at close range – GG to anyone. Dungeon – well, I think everyone knows about the Furies and the riders on lizards. And mages are something else... Golems and Gremlins in a team, and with the right skills, it's insane. Everywhere, there are advantages! And one more thing: you have to survive until you get to the angels... so even though I'm a fan of Humans, and it's my favorite faction, you still need a lot of resources to make Paladins and Angels.
On large maps with long development times, I do the following: 1) I take Axel (and Ellaine, as soon as she appears in the tavern). 2) I build Peasants, Archers, and Griffins. 3) After buying these on Monday, I clear out everything I haven't already taken. 4) I build Monks, Cavalry, Angels, as well as all economic buildings and training halls. 5) I try to convert all the Monks into Paladins (if you buy all the Peasants with Ellaine in time, this is possible). 6) I don't build Swordsmen – there aren't enough resources, and they aren't needed. I don't buy Griffins – I don't want to waste money. For the final battle, we'll need a hundred to a hundred and fifty Paladins, all the accumulated Archangels (usually around 20, maybe fewer), and an Expert Light creature with mass spells... That's it! Everything else is minor. If we're playing against the Dark faction, we need Anti-Magic. There are usually enough resources; the main thing is not to take on too much and not waste resources on unnecessary wars. To do this, you need to get Leadership with Speed Aura and Enthusiasm as early as possible; Tactics and Retribution in attack. With Tactics and Speed Aura, you can reach any location from anywhere in one turn – archers are no longer a threat. Losses are minimal. In the main battle, the number of turns the Paladins take equals the number of enemy units destroyed. The hero casts Haste and other spells if available, and the Angels resurrect the Paladins. It's best not to prolong the battle.
Paladins and Angels. This is a powerful force, but it depends on who they are fighting! If they are facing 20 Devils, you might not want to attack. The number of your warriors is also important!
New angels – Seraphs – when developed with light magic (and even without it, actually), can cause such chaos that the legions should beware! At level 7, they deal massive damage! And if you add paladins to the mix... They are probably the strongest creatures at level 6.
Paladins!? That's awful. I never promote monks to paladins. On the contrary, I turn swordsmen into monks, and in general, when my army grows, I buy monks first, then archers, and only after that, angels. By the time the horses reach them, I take them down with archers, and the angels are just right for resurrecting those they've slightly damaged. And that's it, I lose very, very rarely. But you, it seems, read about an army of paladins and angels in a tavern and started bragging. You need to think...
Angels + Paladins are a deadly combination. The Paladin deals more damage the greater the difference in their stats, and Angels resurrect them incredibly well. So, I first eliminate enemies with Paladins and then I can use Angels as well:smile17:
Paladins!? That's awful. I would never turn monks into paladins. On the contrary, I turn swordsmen into monks, and in general, when my army grows, I buy monks first, then archers, and only after that, archangels. By the time the horses arrive, I take them down with archers, and the archangels are just right for resurrecting those they've slightly damaged. And that's how I rarely lose. But you, it seems, read about an army of paladins and archangels in a tavern and started bragging. You need to think...
Paladins are awful? Hmm... But some consider them the best at level 6. High initiative, high speed, high damage, decent damage boost when they charge, some of the highest stats at their level, only their HP is a bit low. I won't say anything about the synergy, it's true that archangels heal paladins, and I think they made the resurrection heal for 100 HP for a reason. But for me, resurrection usually takes a backseat; I send the archangels into battle as early as possible. You can try resurrecting not only level 6 units; for example, you can heal archers - 10 archers for one archangel is a lot. And don't forget to cast Divine Might on the archers with inquisitors if the hero doesn't have that spell. In principle, this is also a synergy
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
Hmm, I always thought that paladins were overpowered and that it's very difficult to doubt that, while monks are only good for their spells, and they're not good archers at all. I usually upgrade them into paladins, although I leave a few to cast spells. With angels, it's super – you can throw paladins into the thick of the fight without fear, as they can be resurrected. I really liked the new ones with the tournament strike; they're incredibly effective. And if you also take a hero-cavalry unit, then...
And yet, sometimes the Paladins don't manage to reach their destination in time, and they can be slowed down quite effectively... And a special shout-out to Major Whirlwind – he managed to logically justify the reason for the combination. I apologize for calling Paladins "aztoye." I will be more careful with my words in the future.
The new angels – Seraphs – when developed with light magic (and even without it, actually), are capable of causing such chaos that the legions should beware! At level 7, they deal massive damage! And if you add Paladins to the mix... They are probably the strongest creatures at level 6.
Seraphs are, in my opinion, unstable. Well, who else has such a wide range of damage as they do? And you can also deflect and negate Holy Vengeance, but Resurrection is permanent.
So many centuries So many Gods We were the prisoners of our own fantasy But now we are marching Against these Gods I'm the wizard, I will change it all Valhalla - Deliverance Why've you ever forgotten me
19.08.2008 СК Олимпийский.Я запомню это навсегда!!!