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Hi, my question is in the title. Do you have any advices in how to conquer capitol with dwarves. They are the ones who have it as goal in capaigns and they are also the only ones that have no easy way to do it.
With humans it's about heaing more than guardian can deal and in Guardians of Light it turned in very casual task.
With undead and demons it's only about surviving first round and then with paralyze/petrify unit buffed with +CtH disable guardian until he dies.

I am not there yet with dwarves but I know the goal is about to come so I want to be prepared.
Ton of armor potions is sure things and damage ones as well I suppose for dwarves but I am not sure it will be enough. I was thinking about Son of Ymir for Frostbite attack on top of damage. Then probably runemaster with 2 attacks (my dwarven warrior unit of choice). Or maybe the one with lower damage skill? Is he worth it? He takes 1/3 of damage right? So if he guardian does 250, would it take it down only to 166? It would mean only 16-17 per turn with 90 defense and that would grant me few more turns to kill him.
How does the alchemist unit granting another attack works with runemaster? Does he get 2 new attacks? If it grants him 2 more, he could do as much as 120DMG per turn and that's something.
I am not familiar with her, as I used the +damage tree instead so far but if everyone will be at 300DMG, the druidess would be useless.

So 2 Runemasters perhaps, with Son of Ymir, Loremaster and Alchemist? Or Loremaster, Son of Ymir, Alchemist, Hermit (if it is the lower damage guy) and crossbowmen?


One unrelated question if I may?
How does level progression on higher levels work? I mean if unit is not promoted but only levels up and remains the same? I think it's +10% to DMG and Health and +1 to CtH, but I think it's only until level 10, right? How does it work after it. It gets lower but to what?
I am asking because I was considering to go Death route with undead casters, but to lock one initiate (or whoever is last before split) and let him level up? What DMG and HP could he possibly achieve? Is it at least bit viable?
I know there are better ways but I like to experiment with more crazy stuff. But I don't want to find it's completely useless near the end of map.

Thanks for answers.
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Nevermind the Hermit part, I encountered him and he lowers initiative, not damage. I think it's Tiamath and Beast who lowers damage.

Also I took capitol yesterday with only buffed Duke with 2 Healing Oilments, so I guess it won't be so hard with dwarf army. So it seems I was unnecessarily scared.
Once you get your units up to a high enough level and stack on a good amount of armor taking capitals isn't particularly difficult in Disciples 2. In fact in the mission where you're actually required to destroy the undead capital there's a custom boss that appears just before the capital that's actually tougher than the capital guardian (because otherwise the guardian wouldn't provide enough of a challenge).
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DarrkPhoenix: Once you get your units up to a high enough level and stack on a good amount of armor taking capitals isn't particularly difficult in Disciples 2. In fact in the mission where you're actually required to destroy the undead capital there's a custom boss that appears just before the capital that's actually tougher than the capital guardian (because otherwise the guardian wouldn't provide enough of a challenge).
Yeah I was too worried about it. It was because I couldn't imagine doing it without either healing or debilitating attack. But they actually turned out to be among strongest for conquering capitals. With the others I would stand little chance without paralysis/petrification/healing and here I managed it with sheer power.
Of course all dwarven spells to increase armor were necessary.
I actually conquered every enemy capital in the dwarven minicampaign. :-)

I used Archdruidess and forge guardian at back row, runemaster and loremaster hero at front row and Son of Ymir. He (thanks to frostbite) and runemaster were the most essential units to kill guardian. It would be even easier with Alchemist instead of archdruidess but I was set on druidess path most of time at the start of map and I also prefer her in other fights. With dwarven low initiative it's often important to destroy enemies with first strike and she is better suited for this task.


I have new, unrelated question. I will ask it here as I don't want to create new thread.
What does Critical attack for centaur savages does? So far it only looks like it adds 5 to DMG. Is that it?
And waht about Blister? I am yet to try unit with it and wasn't able to figure out what it does from its name.
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Vitek: I have new, unrelated question. I will ask it here as I don't want to create new thread.
What does Critical attack for centaur savages does? So far it only looks like it adds 5 to DMG. Is that it?
And waht about Blister? I am yet to try unit with it and wasn't able to figure out what it does from its name.
well,
it's something like this

* Critical Strike -> 5% Base Damage (ignore armor)

* Blister is fire damage also ignores armor.

You have the Overlord (30 Blister damage) on Legions of the Damned - support unit
Makes capturing capitals easy -> Incubus (petrify) + Overlord (blister + massive dmg)

some info here
http://gormel.altervista.org/mastro_gp/Disciples2/Balance.html