I just called them Satyrs.
Posts from Playing as the Legions (Disciples 2).
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In short, I didn't understand the developers' intention behind introducing this unit into the game.
The transformation is really pointless, IMHO, but there should be some interesting feature. Although I don't really like them either; I tried it a couple of times and then stopped playing.
Neutrals definitely have some unhealthy interest in it.
In general, the unhealthy interest is explained very simply - it's an archer, on the front line, how can they not attack it???
I never keep two two-tile creatures in a demon army.
You can't see anything.
I often have the urge to freeze the warriors at the Champion level, but I quickly dismiss it - Hell Warriors regenerate faster, and they don't look much different anyway.
🏹🎪+⛓️♿=💕
It depends on the edition; Russobit initially released it, and then Akella did. Russobit's version calls it a Satyr, while Akella's calls it an Imp. I personally prefer Russobit's translation because it's more literary and not a mindless translation based on a prompt, like Akella's, but I still get confused sometimes.
Well, I don't know; I have Akella's licensed version, and the translation is at a good literary level, not a literal translation. However, for this unit, I think both Imp and Satyr are equally bad names (although I'm more used to Imp).
Actually, the unhealthy interest is explained very simply - an archer, on the front line, how can you not kick him around???
Well, I don't know, I have a licensed version of Akella, the translation is at a good literary level, not a literal translation.
Her 65 armor turns 170 HP into 280 without armor, making it easier to take down the Warrior of Bezrezen!
In general, if you want to calmly level up possessed creatures, a gargoyle is the ideal option for this)))
Offtopic: I've never had Akella, only Russobit versions, although I only installed The Restoration of Erathia and Shades of Darkness.
🏹🎪+⛓️♿=💕
You explain this to the AI.
Off-topic: I've never had Akella, only Russo-Bitovskoe, although I only installed The Restoration of Erathia and Shades of Darkness.
Yes, unfortunately, the AI is as dumb as in almost all fantasy turn-based strategies.
It would probably look amazing to have a hero with two Tiamats. But I haven't tried it. First, I was afraid of Tiamats because their appearance is scarier than an atomic war, and then I decided that an extra Imp and Incubus would be better than two two-headed creatures.
🏹🎪+⛓️♿=💕
Succubi are absolutely useless; not only is it a hassle to get to them, as sorceresses can only transform one unit at a time, but their accuracy is also lower, and their attack is weak. Overall, I don't understand the developers' intention in introducing this unit into the game.
Well, I don't know, I have a licensed version of Akella, and the translation is at a good literary level, not a literal one. Although, for this unit, I think that both "Imp" and "Satyr" are equally bad names (although I'm more used to "Imp").
You can explain this to the AI. It sees – oh, there's an archer in the front row, it definitely needs to be targeted.
Some people wrote that succubi are useless – that's not true! The uniqueness of witches and succubi lies in the fact that after transformation, the enemy unit loses all its unique abilities, sorry for the tautology! A spirit, death knight, essence, or werewolf will lose their immunities, and armored units will lose their armor. Besides, it's much easier and faster to level up with witches (think of them as an analogue to ghosts for the undead). The only downside of a succubus is that the transformed unit returns to its normal state before its turn. That is, for example, a dragon will return to its form and make its move.
As for the incubus, its strength lies in the fact that it has a very high chance of success. Yes, on the screen in the game, we see the hit percentage – 65%, but that's not the case. In reality, it's higher, and based on my own experience, I can assume that the incubus has a hit percentage of around 75%.
Now, a few words about tactics for the Legions.
As mentioned above, the tactics depend on the map – this is only partially true.
The first thing you should do with the Legions is to learn the phantom spells and the summon Cerberus spell, and then intensively scout and explore the map. Knowledge is power!
Secondly, I want to emphasize the gargoyle. Believe me, this unit should be in your army in at least 80% of cases. First, it's the only ranged unit for the Legions; second, the gargoyle's resilience is colossal: immunity to poison (hello elves and orcs), mind shield (hello orcs – for now), and armor; third, it's an elemental type unit (hello lovers of invulnerability!).
The third aspect of playing as the Legions is the third-level spell, His Majesty – Invisibility! The spell is very cheap, both in terms of learning and cost. Invisibility is what makes the Legions truly what they are – cunning, ruthless, elusive(!)
I consider the Advisor to be the best hero for the Legions – a good amount of HP, a ranged attacker, high initiative, and, most importantly, the ability to fly. The Advisor, possessing the flight skill (a hero's unique ability), a large movement range, and also being under Invisibility, allows you to always be in the right place at the right time, to the envy and annoyance of the enemy. You don't even need to have a lot of potions, buff yourself, or perform a ritual dance... All you need is to be nearby and, at the right time, set up an ambush with consequences. :)
Sincerely!
Let me explain: We start the game on day one. Within our line of sight, we notice, for example, an Orc (standing alone, which I will use as an example). Our composition is also an example: a warrior leader, a Devil, and a Cultist. When attacking the Orc, the leader is the priority (about 80%), and he will attack the leader specifically, less often the Devil.
Turn 1. Since the leader has an initiative of 50, he goes before the Orc. Attack (150 health - enough for now), Orc attacks the leader. Then, the Devil deals 50 damage (minimum), and the Cultist deals 15.
Result: Leader = 90-95 HP (150-55), Orc = 75-85 (200-50-50-15)
Turn 2. The leader retreats. The Orc attacks the leader (as the unit with the least health within range). - 55-60 HP. The Devil and the Cultist deal 65 HP to the Orc.
Result: Leader = 35-40 HP (rarely does the Orc deal maximum damage - that's just bad luck). Orc = 20 HP (85-50-15)
Turn 3. The leader retreats. The Orc attacks the Devil. - 55-60 HP (if the Devil went first). The Devil blocks. The Cultist attacks.
Result: The leader retreats. Devil = 110-115 HP. Orc = 5.
Turn 4. The Devil retreats. The Orc attacks the Devil. If it hits a block, that's good. If it hits during the retreat, that's not so bad either - there's enough HP. The Cultist blocks.
Turn 5. If the Orc goes before the Devil again, that's both good and bad. The Devil will take another 55-60 damage and retreat. As soon as the Devil is no longer on the field, we attack with the Cultist. It's important to hit and finish it off. And that's luck. =)
Result: The Devil retreats. Orc = death. The Cultist levels up => becomes a Sorcerer.
We run back to the town and regenerate HP. Congratulations! With a bit of luck (or without it), you get a level 2 character in your squad on the first day of the game!!! Considering the regeneration in the main town and the warrior leader, we heal in 1-2 days. A mandatory condition is building a Sorcerer.
You get 90 experience for the Orc.
In total, we get: 1 Orc - Sorcerer, another 2 Orcs - Leader levels up (if you fight in the same way, an important condition is the hero blocking, otherwise the Orc will defeat him), another 4 similar battles - the Devil levels up. It's easier to defeat these types of units thanks to the Sorcerer (30 damage). Any questions?=)
In essence, there is nothing special about taking the city, but when attacking a city, the Obsessed often goes first. Place him in defense. As soon as the paralysis from the Baroness wears off, start attacking the enemy with the Obsessed. If he misses, put him back in defense (unless it's Trolls and other opponents with an attack of over 120). As a result, the Baroness often gains a level, and sometimes the Obsessed does too. The appearance of a Berserker in her unit will noticeably increase her potential as a secondary hero.
Even when playing on a high difficulty level, the Baroness rarely misses, unlike the Banshee. And if you give her a buff/elixir for accuracy, even 10% will increase the hit rate to 88%, which is quite good. =)
P.S. You can also capture Ruins in a similar way. Good luck!
Added 14 minutes later
Tactics on a small map against the Human Empire. Leader-warrior, if the Empire has a similar one. Goal: Develop a unit to level 2 in a short time.
The development is the same as described above. The main task for the first few days is to develop the Zealots into Wizards. Thus, when equal-level units clash, the Legions will cause a lot of problems for the Empire with 30 damage to all (mass healing from the Priestess = 20). After making the first Wizard, replace him with a Zealot and make a second Wizard. Then, develop the leader and the Imp. Even with one Wizard, the chances of winning are quite high. The appearance of a Demon in the unit with an attack of 80 will increase them even more.
You can develop the Wizards into Dopplegangers or Demonologists.
Problems - two archers in the Empire's unit. Countermeasures - develop a Gargoyle instead of the Imp. When attacking, use protection potions and magic. Try to scout the entire territory faster than the enemy to avoid an ambush.


