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Old 09-02-2011, 04:17 AM
Helios Helios is offline
Senior Member
Join Date: Jul 2011
Posts: 117
Default Best Class for Race-Based Games via Editor

Since I learned that the KB Scanner and Editor for AP work on TL, I've been thinking of creating some basic scenarios in which I play through the game with units/wives etc. that I never normally use, so that I really need to apply the best tactics that I've learned and to add more challenge to Impossible difficulty. I'm simply going to replace King Mark's supply of humans with whatever race I'm playing with, and make some of these troops available in each major continent/area of the game so I don't have to run back to him for everything. Also, I don't want to break the game, so I'm not going to put a ton of Dragons for an all Neutral game, and only make them available later on like a normal KB game. Also, I'll be editing in equipment sets that boost particular races.

I have only had preliminary thoughts on most of these Race-based runs, so I'd love to hear advice on which class would be the best match for each race to enhance or make up for various deficiencies. Here are my 9 ideas, for which I'd like to divide between 3 Warriors/3 Paladins/3 Mages if possible:

Undead: Doing this first since I almost never have used them. They have great variety, so I don't think they have a huge weakness. I'm thinking a Warrior would be the best match for quick access to the Dark Commander and Onslaught skill in the Might tree, and obviously marrying (eww) Zombie Rina for the speed and initiative bonuses, but possibly switching her out for Xeona (or even Mirabella if I get an early Poison Dagger) to add the Dagger and Isshara's Whip to the Skeleton Archers, and when I think I'll have Onslaught high enough to get in that crucial first turn of initiative.

Human: Pretty good variety of units here, too, but I think it will be harder since they don't have any no-retal melee units. I think a Warrior would be best here, too, to make use of his Iron Fist skill and easy access to Bowman Commander. I'll probably swap wives, making Rina a baby-maker for the early bonuses when I lack equipment and cash, and switching around if I get good enough items to warrant a switch to someone like Feonora until I can equip 4 weapons with Xeona.

Elves: Probably the easiest of all the classes to play with Anga's Ruby making the girls awesome. Not sure on the class here. Paladin or perhaps a Mage. No skill jumps off the page to me that is buried in one of the trees that desperately needs to be reached. Wife seems obvious to be Neoka, but with the girls, would Xeona (yawn, again) be the best for a Poison Dagger and Isshara's Whip?

Demons: Not many units, but I'd imagine this one won't be hard, since Demons and Demonesses have such useful abilities and talents. Anga's Ruby will nullify a need for Onslaught, so Warrior isn't a priority, and Sacred Anger doesn't work for allied Demons and Undead, so I'm thinking a Mage would be the choice here. Obviously, I'll end up with Xeona as the final wife for the morale boost.

Dwarves: Ouch. Miners and Dwarves have no useful ability, and I can just see them dying in droves later on with such a lack of unit diversity--there's only five of them! I may let myself have Giants from the start just to diversify the army. I'm not sure about the class either. They may need massive nuking spell support from a Mage to make up for their lack of magic damage, but their Dwarves, and possibly (?) the Miners would get a bonus from the Battle Hammer, and Axe of Craig the Destroyer, but they also need a weapon slot for the King's Hammer (leadership requirements lowered) and the Mithril Shield, so I don't know which class to choose. Perhaps they would benefit from the Steam Armor and Drill? I'm not sure. The wife seems a no-brainer with disgusting Gerda, but with all those weapons, a Warrior and Xeona might be necessary I don't know.

Neutral: Great variety, and with so many units to choose from, I think any class would do fine. Frog Feonora would be the wife of choice with the bonus to snakes and spiders early on. Perhaps the Paladin would be a good choice for balance to compliment the wide array of strengths this army will have.

Orcs: Have barely thought on this race, since their units are usually few and far between. They may have similar problems with a lack of variety in types of damage they can deal, but they have some good units in the Shamans and Veteran Orcs. Since Shamans are key, perhaps a Mage would be best to open up different damage types in spell damage, and quick access to Archmage skill, but maybe a Warrior for sheer numbers as this group is damage oriented, and has a unit that can cause distraction without spells with totems. Not sure here. Wife also seems completely open, though when that's the case I end up using Feonora followed by Xeona.

The last two aren't really races, they just have an item set or wife that would help them:

Archers: Yes, an army of all Archers to benefit from the Sight + Ale Barrel bonus. And I'd make sure the Elven Bow was in the game. I'm not sure which units I'll use, as the Dwarves and Elves would suffer morale for being together. But I think it will be: Bowmen, Skeleton Archers, Elves, Hunters, and Goblins. I hate to miss out on Cannoneers, though. A Paladin would probably be the choice with a charge through the Mind tree to get Tolerance for the Skeletons, or a Warrior to get Bowman Commander immediately. Wife is completely open and likely end with Xeona. This could be tough when enemies inevitably do reach them.

The "Outcasts": A group of the humans that don't go with the other Human run--Robbers, Marauders, Pirates, Sea Dogs, Barbarians, and (puke) Berserkers. This army would likely be the hardest to deal with: all physical melee damagers, and no ranged damage, except for the one-space biting strike of Robbers and Marauders. They will die in droves trying to attack later mobs. I thought of this group considering the equipment that specifically boosts these first four units, and Mirabella's 100% Attack bonus. Also, I *think* the battle axe that boosts "cold steel" weapon users boosts this group, as would the Battle Axe of Craig the Destroyer. I think a Mage or a Paladin would be necessary to try and add some spell damage to a group that has no other ways to damage an enemy at long-range. This is the only group that seems to jump off the page as perhaps not possible to me.

I'll edit this as I think about it more, and hopefully get more input from other KBTL vets. All commentary is welcome!

Last edited by Helios; 09-02-2011 at 04:28 AM.
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