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I know it's opinion-based, and each are great in their own way, but I just wanted to know your preference of either :

the Black Knight; with its morale to other undead, high resistance and built up damage;

or the Paladin, with its extra turn for another character, high resistance, and stronger attacks against demons and undead.

I'm on the fence right now which troop I want, with my dragons and vampires. :/
DEMONS! Always the demons. Summon a load of arch demons, have a load more in your squad, they can go anywhere, it's an absolute killer, you just jump around the map as you wish.

Failing that, well, I didn't try Palladins, but if they give someone an extra turn, that's like gold dust.
Well, they don't just give anyone a turn, like those immune to mind spells and stuff. I haven't tried demons, I much prefer dragons. I just went against a major melee boss, and dodged around his attacks with my dragons. :P <3 Dragons.

I might have to try the demons. (I'm playing the sequel, Armored Princess, right now, although they have the same units).
I prefer Paladins myself, but it depends a lot of play style. Paladins fit in more of a support/defense role- providing an extra turn to another unit is great if you have good offensive units to dish out the pain, and the group resurrection ability is great for making sure you come out of battles with minimal losses. They're also good for standing there and trading blows with other strong units if you need them for that, but offensive really isn't their strength. On the other hand, Black Knights don't have much in the way of support abilities (besides boosting the moral of other undead), but on absolute monsters when it comes to offense, and their power only increases as the battle progresses. Basically you just need to decide if your army and tactics call more for a support unit or need another front-line offensive unit.
Thanks for your opinion. :)

I never really understood the healing/ressurection ability. For the dragons that have a lot of hit points, it's nice to be able to heal so they don't loose any unit in the troop, since you can only have a small amount. However with the smaller units, healing doesn't help, because it won't bring back the dead units. Does that make sense? I like the ghosts because they can gain lives that they didn't have before, where vampires can regenerate health, but only to the amount of troops they had in the first place.

I find that the Paladin's extra turn ability will only work with one of my troops, because thorns won't respond to it, and the dragons are immune to mind spells. Which is nice when the enemy boss tries to use a spell that picks them all up, yet they can't be healed either. I hope I'm making sense. :P
The Paladin's resurrection ability works like the Resurrection spell (restoring a fixed number of health points to units and resurrecting any units that those health points cover), but unlike the spell, which targets a single unit, the Paladin's ability affects every unit in a hex adjacent to the Paladin (the Paladin's ability will also affect unit levels 1-5, while the spell caps out at level 4 units). However, this ability will only bring back living units, and actually damages any undead or demons next to the Paladin. If you're using several undead units in your army the Paladin becomes significantly less useful, and if you're using units that can't benefit from the extra turn ability then that basically relegates the Paladin to just being a meat shield, for which there are far better choices. From the sound of your army lineup Black Knights would be the much better choice for you.
Thanks. I'm thinking of getting the Black Knights, since (I think) they move farther than Paladins. He may be really strong, but he's always in back because he can never catch up. :P

I love this game.
Black Knights have the same basic speed as Paladins, but also have an ability that will add two extra movement points once per battle, which can help to quickly get them to the front. However, it's still good to be able to use Haste to give them an extra speed boost if necessary. Where the Black Knights really shine is their ability that grants them a bonus to attack after each attack they make, so as the battle progresses they do more and more damage, becoming pretty scary once a battle has gone on for a few rounds.
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Fantasysci5: I know it's opinion-based, and each are great in their own way, but I just wanted to know your preference of either :

the Black Knight; with its morale to other undead, high resistance and built up damage;

or the Paladin, with its extra turn for another character, high resistance, and stronger attacks against demons and undead.

I'm on the fence right now which troop I want, with my dragons and vampires. :/
Paladins are monstrous. Just insane. An AoE resurrection is beastly; their virtual invulnerability due to a defense rating that spins out of control as they get hit is icing on a cake made of swords and death. Plus, the extra damage they cause to undead and demons is very handy since much of the late game you're fighting demons. With appropriate artifacts and such, I've had them go toe-to-toe with equal-sized stacks of Executioners and have no net losses without spells or rage/dragon abilities on my part (dragon for Armored Princess).

That said, one of the easiest cheese tactics to facestomp the entire game and all the "hard bosses" is reliant on stacking Black Knights. And, obviously, if you're playing an undead army (not a bad choice for a mage - terrible choice for a Paladin) they're just the bee's knees, don't ya know.

Me, I love to get Paladins, Inquisitors, Royal Griffons, Demonologists, and Archmages (replace with High Mages if I'm playing Crossworlds, or perhaps Hunters if I need raw damage over versatility for a particular fight), when I play a Paladin. Death Knights, Necromancers, Vampire Lords, Succubi, and Executioners when I'm playing as a mage.

I haven't played as a warrior. ;_:

No 5th level units for me. I frankly don't find them worthwhile, though I've been *tempted* by Archdemons - if I could only find enough of them to make a good stack.
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Fantasysci5: Thanks for your opinion. :)

I never really understood the healing/ressurection ability. For the dragons that have a lot of hit points, it's nice to be able to heal so they don't loose any unit in the troop, since you can only have a small amount. However with the smaller units, healing doesn't help, because it won't bring back the dead units. Does that make sense? I like the ghosts because they can gain lives that they didn't have before, where vampires can regenerate health, but only to the amount of troops they had in the first place.

I find that the Paladin's extra turn ability will only work with one of my troops, because thorns won't respond to it, and the dragons are immune to mind spells. Which is nice when the enemy boss tries to use a spell that picks them all up, yet they can't be healed either. I hope I'm making sense. :P
Now I understand your problem. You've got a mixed army. Here's the scoop: paladins are unstoppable juggernauts IF you're using an army of mostly or all humans. Black Knights are death dealers without peer IF you're using an army of mostly or all undead, or can mitigate the morale hit they cause. You need to build your army as a whole unit, if you want to maximize the benefits that any given unit stack brings.
Post edited August 31, 2011 by OneFiercePuppy