Posted July 26, 2014
I love High Men as well. But it's less for the Paladins (which I agree are the best nonmagical melee troops) and more for the Magicians.
Unlike every other race with magic users, High Men magicians have six figures per unit. That means their attack strength and hit points are 50% higher than standard 4-figure units.
Part of the problem is that Paladins are great when on the offensive, but get in each other's way when garrisoned behind a castle wall. They can't fly and lack a ranged attack, so most of them are sitting ducks while waiting to be deployed. I find that a mix of 6 magicians to 3 paladins seems to work the best
Like you, I prefer to use my heroes offensively. They gain XP much quicker that way, and are soon strong enough to attack enemy wizards directly if need be. I've never regretted not having Regeneration, since I almost never lose a hero during a battle. (If I didn't win, I replay it; and if I can't win, I wait until later in the game if at all possible )
And part of the advantage of the Runemaster/Artificer combo is that if I do lose a hero, I can already have a spare set of armor and weapons lying around, since I'd be crafting them for the mana anyway.
One neat trick to get your heroes and troops anywhere in the worlds is to use the Sorcery spell Word of Recall. Unlike Recall Hero (which only works on heroes, and only during battle) you can move any unit to wherever your summoning circle happens to be. If one of your cities is about to be attacked, you can garrison extra troops there, or even bring in a hero or two. You can even circumvent Planar Seal with this trick, provided you have at least one city on each plane.
Unlike every other race with magic users, High Men magicians have six figures per unit. That means their attack strength and hit points are 50% higher than standard 4-figure units.
Part of the problem is that Paladins are great when on the offensive, but get in each other's way when garrisoned behind a castle wall. They can't fly and lack a ranged attack, so most of them are sitting ducks while waiting to be deployed. I find that a mix of 6 magicians to 3 paladins seems to work the best
Like you, I prefer to use my heroes offensively. They gain XP much quicker that way, and are soon strong enough to attack enemy wizards directly if need be. I've never regretted not having Regeneration, since I almost never lose a hero during a battle. (If I didn't win, I replay it; and if I can't win, I wait until later in the game if at all possible )
And part of the advantage of the Runemaster/Artificer combo is that if I do lose a hero, I can already have a spare set of armor and weapons lying around, since I'd be crafting them for the mana anyway.
One neat trick to get your heroes and troops anywhere in the worlds is to use the Sorcery spell Word of Recall. Unlike Recall Hero (which only works on heroes, and only during battle) you can move any unit to wherever your summoning circle happens to be. If one of your cities is about to be attacked, you can garrison extra troops there, or even bring in a hero or two. You can even circumvent Planar Seal with this trick, provided you have at least one city on each plane.