Discovering new clever tricks and tactics.

As I play FE:LH on and on I've been discovering tons of tiny things that I never thought about when playing this game for the first time.

 

1) Regeneration spell can be extremely helpful in bringing units on the brink of death back to full life by next turn in armies with horrible healing capabilites including armies that don't have a hero that lead them. And can be used to bring heroes that got their skulls smashed in and the army they was leading defeated on field of battle back into action next turn if you really need that hero badly. Just don't forget to dispel the enchantment in the following turn after it does it's job so you can spread the love around!

 

2) An Suicide army of Mages can be especially useful in taking out a target like Juggernauts from Yithril because you have a army that's good enough to take the city but not good enough if it's still alive. Thus have that main army to standby as you tell the mage to march into the city first and spam it's spells upon juggernaut and noone else until it dies then feel free to take out anything else if you can xD Then the main army will be able to resume it's assault without fear of aoe maul tearing it up especially if you're still wearing leather+boar spears. .. xD

 

3) Now for spears, You can partially simulate the wall of spears in FE:LH.  Let's see this layout E = enemy and S = Spearman. E S S Battle.

The spearman in second tile can't hit the enemy right but, it can. Just have it use it's impale on the friendly unit in front of it and the enemy unit will get hit, not the friendly. Was great! Made spearmans really good in super tight spaces because if a melee unit moves in, it'll be getting hit twice whether it likes it or not. Quite a few juggernaughts died this way to the wall of spears xD

 

4) Potential trait of the general skill tab for all heroes? it's quite useful if you take it and combine it with Tutelage, and Practice sword and several other equipment that boosts exp gain. Potential =15%, Tutelage = 25%, Practice Sword = 10%, Band of Insight = 10%, Ring of Wisdom = 25%, Which equals to uh 85% boost in gain from experience if you're lucky enough and it has occured at least once for me, and I had that hero go running wild into the wildlands leveling up like nuts. Also, if you don't mind, you can basically gain experience with sythe of the void i believe but at only +25% rate cuz sythe decrease exp by -100%.

 

5) Pyrebrand, if a weapon says Physical damage 14 and then 14 elemental damage like fire or whatever, this weapon and you're lucky enough to come across it? Treat it like you just discovered the holy grail. It has turned my puny Commander Sovereign into a wargod. I've been basically foiling  every single advance made by yithril because of my Pyrebrand wielded by Ericridge. I think my sovereign's army would've been overrun long time ago if it wasn't for that sword making foiling out of all the plate armored troops thrown my way while I was still wearing leather. To put it this way, my average hit% is 49%-54% for soldiers in my sovereign's army but the sovereign himself can hit at 70-97% chance and I don't even understand why I have such a low hit rate but sovereign is going down the accuracy line atm to fix that now.

 

That's all for now folks.

9,152 views 4 replies
Reply #1 Top

The spearman in second tile can't hit the enemy right but, it can. Just have it use it's impale on the friendly unit in front of it and the enemy unit will get hit, not the friendly. Was great! Made spearmans really good in super tight spaces because if a melee unit moves in, it'll be getting hit twice whether it likes it or not. Quite a few juggernaughts died this way to the wall of spear
End of quote

Impale can also be targeted on empty tiles, which is useful for getting off an attack while trying to close the gap but not quite managing to reach enemy lines, or when trying to catch a fleeing ranged unit.

4) Potential trait of the general skill tab for all heroes? it's quite useful if you take it and combine it with Tutelage, and Practice sword and several other equipment that boosts exp gain. Potential =15%, Tutelage = 25%, Practice Sword = 10%, Band of Insight = 10%, Ring of Wisdom = 25%, Which equals to uh 85% boost in gain from experience if you're lucky enough and it has occured at least once for me, and I had that hero go running wild into the wildlands leveling up like nuts. Also, if you don't mind, you can basically gain experience with sythe of the void i believe but at only +25% rate cuz sythe decrease exp by -100%.
End of quote

All of these things add together, so with all the stuff you mentioned, you'd have 85% of your normal experience gain, not 125% and not 25%. (100 + 15 + 25 + 10 + 10 + 25 - 100)/100 = 85%.

I also disagree that Potential itself is useful if you have all that other stuff. Potential on its own will only give you an extra level by the time you'd normally be level 20 (at which point the Potential champion is even with the non-Potential champion in terms of trait count); with all this other stuff, assuming you have it all by level 3 (which is when you can start benefiting from Potential), the champion with this stuff and Potential will not match the hero with this stuff and without Potential in terms of real traits until a champion with none of this stuff would have reached level 13 (at which point your Potential + equipment champion is level 16 with ~100XP earned towards level 17, and the equipment-only champion is level 15 with ~100XP left until level 16); moreover, these two hypothetical champions will more or less stop leveling up within a few levels unless you have significant numbers of powerful monster stacks for them to go after. Note that this is the point at which the champions become equal in terms of real traits, not the point at which the Potential champion gets a full level or more ahead in terms of real traits. (And yes, prior to this point the Potential champion will be fractions of a level ahead of the non-Potential champion, but this difference is essentially equal to [current level]/14 in the case of the Potential + equipment champion, or [current level]/20 in the case of the Potential-only champion - which isn't that much of an advantage when you consider that a Potential champion at level A is roughly equal in power to a non-Potential champion at level A - 1, because the Potential champion blew one of his/her trait slots on Potential instead of something that provides actual power, and the non-trait bonuses from leveling are miniscule compared to the trait-related bonuses; I will admit that there are exceptions at lower levels when having an extra +2 attack from some weapon that gives attack per level or having +2 health matters a little, or at middle levels for some of the high-end damage spells, but a Mage is far better off taking Knowledge than Potential or even Potential with Knowledge - after all, Knowledge on its own will actually break even at a level you might reasonably expect to reach in normal gameplay.)

If the goal is to get the champions to the highest level you can bring them to, then yes, Potential will work for that, and it may even be worthwhile on a champion you're going to concentrate on to turn into an abnormally high level, but if you're just concentrating on making the champion as strong as possible for normal gameplay Potential isn't worthwhile because it's just never going to compare to just about any of the other traits available in terms of the power resulting from taking the trait.

An Suicide army of Mages can be especially useful in taking out a target like Juggernauts from Yithril because you have a army that's good enough to take the city but not good enough if it's still alive
End of quote

Better is an army lead by a Cautious Sovereign/Champion (or one with an Escape Scroll), since you don't need to sacrifice more units than fall in the time it takes you to finish as much as you care to - after all, you can run away. As they say, he who fights and runs away lives to fight another day, but he who is in battle slain cay never rise to fight again.

The problem with this, of course, is that usually you want your sovereign leading the big armies that beat everything they come across, rather than the weaker armies that bleed the enemy before a bigger army comes by to swat them, and your sovereign is the only unit you have access to that you can guarantee is Cautious, and Escape Scroll access is unreliable. Still, a Cautious Sovereign leading a fast army can do a series of hit and run attacks, assuming that the army has enough movement to close, attack, and run far enough away in one turn to keep this cycle of attacks going.

Reply #2 Top

Somebody is enjoying the game... Good to see! :)

 

1) It's expensive to keep dispelling and recasting enchantments, I don't think that's worth it. I think you're better off casting stuff like Courage and Evade and then just resting one more turn instead of regenerating. These spells might mean you don't take as much damage in the first place.

 

2) Mages are generally not expendable units, but the game does tend to put you in situations where you have huge amounts of crystal. Crystal availability should possibly be decreased, because mages should not be throwaway units.

 

3) Spears are great against heavily armored foes. The various weapon abilities introduced by LH are great fun. The double damage attack on clubs is possibly overpowered.

 

4) Potential is a badly underpowered ability and not worth it. You are basically decreasing your power now in hopes of it paying off much, much later, which is generally a bad idea in 4X games where your economy increases exponentially. I'll add a note on this to the list of 1.4 feedback I'm working on. The similar 'Knowledge' trait for mages with its 25% bonus is more respectable.

 

5) Legendary Heroes... that's the name of the game, isn't it? Kicking ass with overpowered heroes is what it's all about! :)

Reply #3 Top

Quoting Apheirox, reply 2
2) Mages are generally not expendable units, but the game does tend to put you in situations where you have huge amounts of crystal. Crystal availability should possibly be decreased, because mages should not be throwaway units.
End of Apheirox's quote

I get the feeling he's referring to Mage champions rather than Mage units, since he said "spam its spells upon the juggernaut," which makes crystal availability less of an issue (though that depends to some extent on what the Mage gets as an escort, if anything). Still, if you have an "army" of decent Mage champions, I don't really see why you wouldn't rather sprinkle them in as commanders of real armies instead of making a big stack of champions that blow through lots of mana to kill one or two units so that the main army or armies have a slightly easier time taking cities and crushing armies.

Quoting Apheirox, reply 2
3) Spears are great against heavily armored foes. The various weapon abilities introduced by LH are great fun. The double damage attack on clubs is possibly overpowered.
End of Apheirox's quote

This is true, especially if you use Finesse, since you can almost guarantee that a spear unit will have higher initiative than anything which uses axes or clubs, and may have better initiative than other spear units, and sometimes sword units, depending on trait picks and training center quality (specifically, essence and Aura of Grace). Other traits offering offensive bonuses also help, of course, but Finesse is the one trait that sword and spear units are far more suited to use than axe and club units are, assuming that you're using the same armor on your units that your enemies are (or that your armor is the one with the lesser initiative penalty - e.g. Chainmail units up against Light Plate units).

Reply #4 Top

joeball123, its the mage units not mage heroes. I should've clarified. As for heroes, I tend to roll with commanders, warriors and assassins. If i have a mage hero, its because I was forced into it. lol