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Hero EditionThe Hero Edition features exclusive contents in addition to the base game. Play an exciting prequel campaign, get the magic soundtrack (20 total tracks, from Fantasy General and Fantasy General II!), the artbook of the game and a map of the world of 在法拉赫高地,野蛮人战士的部落在北方严酷的环境下艰难求生,部落之间经常发生冲突,并袭扰洗劫附近富饶的边疆城镇。边疆部落受够了他们持续不断的骚扰,他们向帝国寻求援助——强大的帝国控制着从斯嘉丽山脉到锡尼海姆山谷以及灰木地区的土地。西部帝国军团被命令前往高地剿灭匪徒,在边疆部落伊塞尔和马尼尔的协助下,在龙关之战中击杀了大王布伦丹。他们签署了一项和平协议,禁止任何部落进入边境。从那时起,那里没有产生一位大王来重新团结部落,他们陷入了内讧之中。在这个黑暗的年代,你的部落由独眼法里尔领导,一名德高望重的战士。你是他的儿子和指定继承人,你也渴望向部落长老会和父亲证明自己的能力……遗产《Fantasy General II》是90年代经典战略游戏的翻版! 军队再次在饱受战火蹂躏的凯尔多尼亚土地上部好战线,新一代指挥官们将互相测验他们的勇气与战术。幻想战争游戏回来了!战斗忠于原版游戏的传统,《Fantasy General II》是基于回合制的战斗。指挥超过75种不同的独特单位,包括强大的英雄。 考虑地形、武器与盔甲、魔法效果、士气与军队之间的平衡,指定并执行战斗计划,击败敌人,作为野蛮人战争领袖扬名立万。战役在一场又一场的战斗之后,你需要做决定并部署军队。年轻的部落成员需要接受训练才能获得足够的经验,这样即使是最稚嫩的新兵也能成为经验丰富的战士。但是要记住:代价高昂的胜利有可能比失败还要糟糕……当身经百战的单位阵亡时,他们取得的进度与所获经验也会随之消失。每个单位都有特殊能力、武器与盔甲,他们可以装备你在战斗中发现的魔法遗物,并利用从敌人那里获得的黄金和资源进行升级。部落一个由山地部落组成的自治联盟,他们珍视自己的独立性,不惜为了它而战斗。 指挥斧手、狂战士、女矛兵、巨魔和萨满,召唤祖先的灵魂和强大的元素,或训练敏捷的鹿骑兵和致命战熊,或者招募从长弓兵到半人马作为雇佣兵。帝国表面上看是艾尔世界最强大的王国。面对帝国的强大军团和他们的魔物,从龙炮到傀儡,以及他们带向战场的不死生物,或与哈比、蜥蜴人与巨人作战。世界艾尔世界充满了美景与奇观。从寒冷、蕴含丰富魔力的法拉赫高地,也就是玩家野蛮人部落的家园,到拥有肥沃河谷和幽深丛林的边境地带,有巫婆和怪物仍然在那里自由生活;从陷落之地,那里承受了巨大的灾难,充满危险沼泽和蜥蜴人,再到南方精致而平静的帝国,这些奇妙的城市是他们的家园,这些地方都是由不死族的劳工建造而成。随着战役,你将在几个不同的战场中作战,这些战斗也需要不同的战术和军队组成。
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LLK酱
2026-02-17 22:00:11 · 发布在 「Fantasy General II」
入侵战役 - 无剧透指南(涵盖基础知识及最高难度通关方法)
In this guide I discuss which units to include into your army, how to build your heroes and how to approach the campaign. Introduction This guide assumes that you are new to the game and that you want to tackle the Invasion campaign on the highest difficulty - Legend - but is meant to be useful for all newbies so I go into a bit more detail than is absolutely necessary. The guide explains the main game mechanics, focuses on how (and why) to build up your army & your heroes and gives some advice on the levels with difficulty spikes. Spoilers are avoided as much as possible. There are no story related spoilers. Info on which units you can add to your army is kept vague or dropped completely where possible. There are no spoilers on the type of enemies you encounter except for 1.5 specific units that you need to be aware of before you start your campaign. I decided to refrain from posting screenshots altogether to avoid spoilers. I tried to be spoiler-free in my section about the hardest missions as well but you want to skip those if you want to go in blind. By adhering to the army composition discussed here you will finish maps in the second half of the game (the last third at the latest) in approximately 15 out of your 40-odd turns (on Legend difficulty). The last two maps took me 15 and 9 turns respectively (conquering all loot locations and killing all enemy units) without going for speed and on my first try. You will probably do even better than that. Obviously, you will not be taking any significant damage - that would slow you down and would be in poor style. This guide turned out quite a bit longer than planned (it is a complex game after all) but the TL;DR gives you all you need to know to get started and most sections can be skipped or read on their own. Army composition - TL;DR Our strategy is to kill everything in one turn and route what cannot be killed. The turn after the slaughter we move on towards our objectives and kill stragglers while our wolves get the army back together. We need to be able to insta-kill groups of about 3 units in early game, battlegroups of about 6-9 units in mid game and armies of 12-20 units in late game. All of which is doable (most of the time). Before we discuss how the game works and which units to choose: here is the summary / TL;DR on what to do. If you are playing on a more lenient difficulty this is all you need. VolunteersYou ALWAYS want to leave 1 supply unused and search camps to grab imperial volunteers to get Fire Archers. You cannot have enough Fire Archers (well, 8 of them would be a good goal). If you are maxing out your supply you transition from Slingers to more Fire Archers. Read: sell a Slinger. Army compositionIn early game you want to grab: 1 Berserker. (You can postpone the upgrade to Cleavers.) 3 Slingers. (You can skip the upgrade to Wolf Hunters and hopefully the one to Thunderers as well) 2-3 Stag Lancers. (For magic damage and range.) 1 Wolf Mother. (Using your first liquid mana.) 0+ Imperial Volunteers. (As many as possible; to be upgraded to Longbowmen asap.) 0+ Spear Maidens. (You start with a named unit of maidens. If you want to retain 0 cavalry after mid game but want to keep the named unit for lore reasons you want to upgrade her to a Spear Maiden. Do so before "Thieves in the night". Afterwards she is wasted supply until you can spare enough liquid mana to push her to Winged Maiden.) In mid game you want to add/upgrade: 2-3 Troll Hurlers. (You do not need the final upgrade for quite a while; you will get an additional one for free.) 1+ Troll Chargers. (The final upgrade is comparably cheap but you don't need it yet) 1-2 Hunting Packs. (One is a guaranteed drop a second one is really useful) 1+ Winged Maidens (very expensive at this stage of the game). 3+ Fire Archers. (If you manage to get more than 3 Longbowmen you can skip upgrading some of your Slingers and save a lot of resources) 3 Thunderers. (Yes, the liquid mana is somewhat wasted if you sell them but you want 6+ anti-air units when you start the swamps; upgrade them in-mission against swamp dragons as needed). 1 Phoenix. (support for outrider detachments and main battle tank) 1+ Monster Hunter. (Anti-air for your main battle line, don't send it out to capture, use 1-supply units like Cleavers or Maidens and a Phoenix) Ditch your Cavalry when you reach the swamps. (Maybe keep one as a scout, in particular if the 0-supply recon loot drop did not happen yet) In late game you want those numbers to go up to: 3-4 Siege Trolls in total 2-3 Monster Hunters in total 3-5 Armoured Trolls in total (EDIT: Winged Maidens are now viable too and can substitute 2 melee trolls) ALL the Fire ArchersThis should leave you with some wiggle room to emphasize the units you feel comfortable with - in particular in late game. Further TL;DR readingTo get a somewhat different perspective on army composition in a TL;DR style you can visit some tips on units by VladK02. They make some good points and have a (somewhat) different approach than the one this guide is based on so their valuation differs a bit as well. Imho my approach makes your army stronger and is less reliant on item drops (trading it for Fire Archer drops, which can be forced without cheating by killing off unwanted drops) but VladK02's army certainly is very strong and good enough to beat FG2 on Legend without major problems outside of the worst parts of the swamp. ReasoningIf you want to play on legend you probably know what you are doing and you will want to adapt the army list to your taste. The following sections should give you enough info to do so without being frustrated about wasted resources later on. Game mechanics Before we discuss unit types we neet to make sure that we are on the same page concerning game mechanics. Open hexes are a precious resourceFree and accessible hexes in range of an enemy unit (preferable several of them) are opportunities to attack from. They can be considered a resource and I will call them open hexes. Quite often the number of open hexes is very limited because at least initially your units are either slow or very slow. The average movement range of 3 hexes is low already but if there are forests, rivers or swamps (there always are) this can go down to 1 for many units. So, it is hard to get into (melee) range of an enemy (or just to go anywhere really). This severely limits the number of open hexes and it can be compounded by additional hindrances like mountains or ambusher. Open melee hexes without river/swamp debuffs are particularly precious because the AI uses acceptable positioning and makes you cross rivers/swamps. Sometimes open melee hexes without debuffs do not exist at all. Once you switch from fighting battlegroups to fighting armies at the end of mid game there will be so many units around that the number of open hexes is even more of a bottleneck to overcome if you want to actuate your full damage potential. Positioning - a cautionary tale on melee unitsMoving a unit and having it attack an enemy are two separate actions and should be treated as such. If you move up all units before the killing starts, you can: optimize XP distribution. move in all buffs and debuffs (banners, horns, ...). get a better visual idea on how to allocate your attacks and what sequence to use them in (the effect of your buffs will have is very hard to calculate precisely without trying).Nothing stops you from moving a ranged unit into an open melee hex and to attack from there. This is a design mistake imho. The enemy should be able to retaliate if you stand next to them while you attack anything (unless your unit is a skirmisher). That is not the case though so there is no downside to using ranged units in melee hexes other than them being blocked for melee units. There are several upsides to filling the melee line with ranged units: you can kill or soften up enemies further back. you can kill stuff on the frontline and create a new and open melee hex.The last point is more important than it seems. It increases the number of high-quality open hexes. That means, you do not want to move in your melee units until the last moment which makes them even weaker than they already are by being reliant on open melee hexes. So why bring melee units at all you ask? Well, glad you asked! You should not. Melee units are a liability. I will go into detail on the exceptions in the sections about them. Morale and magic damageIn FG2 most units have a morale score that determines how easy it is to route them. A consequence/mechanic that is not immediately intuitive is that in FG2 a unit's resistance against magical damage is not fix because it takes a hit whenever a units morale is lowered. This means that by killing off individual units you weaken the rest of the army. If you combine this with mass-cursing it allows you to hit extremely hard with all units dealing magic damage (and one-shotting almost anything with Fire Archers). The main source of morale damage on a unit is witnessing an attack dealing massive damage vs. an ally. Which is exactly what this army does. The secondary sources of morale damage are artefacts and spells. You should incorporate these whenever possible. Sometimes it is worth it to summon a bear purely to let it roar. Damage allocationWith this army (or any army really) you are trying to make sure that any enemy unit you encounter dies after two attacks from your troops. This is not possible immediately, of course, but you get there fast and should be able to reliably do so in (early) mid game. In late game you should be able to kill key enemy units (heroes in particular) in two attacks, lowering the morale of the army enough to start one-shotting weaker units, which allows you to kill stronger units in one attack and to rout all survivors left standing after you run out of attacks. The main exception to this target sequence is the transmuter. When you encounter him you will probably be too weak to kill him effectively. This is true for quite a while actually. So you want to focus on slightly less high profile targets first to break his morale before taking him out. His death is still the single highest priority because of his Transmute Life spell that kills damaged stacks off. To be able to 2-shot consistently you need to be able to allocate attacks to units that are susceptible to them (the game shows you the relevant parameters in the top left corner before your attack, which is quite handy) and/or to create such weaknesses. Your main debuffs are cursing and morale bombing. Your secondary options are harassing and transmuting armor. The first one is quite useful if done alongside a curse (or on units that cannot be cursed) and the second one is only needed/sensible in late game against the absolute hardest of tanky threats. All of this means that open hexes are not created equal and that you need to be able choose which unit to put into which hex. This re-emphasizes the need to maximize your mobility once more. OverwatchUnits carrying the keyword/trait "defensive fire" will preemptively attack/retaliate if an adjacent unit is attacked. I will call that overwatch (innovative I know). Overwatch is surprisingly powerful and surprisingly useless. The downsides are: You cannot position your Fire Archers and Slingers in such a way that they cover your front lines effectively. Your priority is to go in and do damage - you do not want to compromise that Slingers do very low damage if they are not adjacent to the enemy The AI is clever enough to draw overwatch with shielded unit and tanksWhile overwatch is reasonably useful in (very) early game, it shines once you have enough Fire Archers (you never have enough Fire Archers) or just lots of magic Missile units in general. Enemy units that can handle magic damage are much less ubiquitous than shielded ones and after you went in and decimated the enemy battlegroup/army ("nonaginate" would be more appropriate...) its morale will have taken a massive hit, strengthening your overwatch significantly. In addition: while you cannot route certain unit types, those are mostly the same ones that are susceptible to magic damage from the get go and will go down to overwatch anyway. Resources and upgrading unitsThe TL;DR gives you the army list and differentiates between the stages of the campaign. The sequence in which to upgrade or recruit your units depends on your item drops, which volunteers you can find and on the challenges the story and campaign throw your way. So, I will not go into details in this guide other than giving you a few pointers. Concerning resources: Gold is balanced perfectly to keep you progressing nicely. Weapons will be your bottleneck in early game and mid game. They become ubiquitous in late game. Armor is ubiquitous almost the whole time (because most units that need it are sub-par). Liquid mana will be extremely rare in early game (you can cheat and try to get a random drop from one burial site per map), common in mid game & ubiquitous in late game. Supply is what defines the strength of your army. The maximum you can have is 53. If you can choose between missions you should look for those that increase your supply. You can upgrade your units within mission and you should do so. You should hold back on spending resources until you are able to train your units - and remember that new heroes bring new - and expensive - training options. Looting and cheating A game mechanic that deserves its own section is "Loot". Loot locationsLoot drops seem to be predetermined in form of a chain, which means you get the same loot if you check one or several locations in one turn then reload and try the same again. Certain actions reset the loot chain though which allows you to manipulate the content of loot locations. To call them "chains" is not really accurate but quite intuitive for those of us without a background in math. (What I call loot chains are ordered graphs with edge choices that depend on the kind of loot locations you visit and where certain loot locations are clustered into equivalence classes). So here is what you want to know about loot locations: Loot locations with the same name are not differentiated in the loot chain (= they form an equivalence class). There are story related loot locations that are not marked as such. These do not change when you reset the loot chain. Camps are not treated equally. Some camps are volunteer-camps, some offer resources (weapon, armor and gold). You can only get one unit of volunteers per map - unless you lose a unit (I think) [Edit: as of 2021 this is not or no longer true in the Empire campaign so it might be wrong in this campaign as well]. The lost unit needs to be an actual unit that spawns mana and I did not check whether mercenaries count. Damaging an enemy unit resets the loot chain (a new graph is generated). Ending your turn resets the loot chain. Entering location type A changes the loot for all location types but does not reset the loot chain (=you are still on the some ordered graph, just one node deeper. I am not positive whether the branches are interconnected but think they are not). Raiding results are part of the loot chain. All raiding locations are treated the same by the loot chain (= they form an equivalence class). There is something weird going on with the raiding location when resetting the loot chain. I assume that the reset function has a bug and it somehow references the last graph that was built. This seems to be an issue relevant only for raiding, the other resets seem to be actual resets.In other words: you can attack an enemy and try to loot a/several locations and get different stuff than you did before. Save scummingObviously, I did save-scam quite a bit in the beginning because random loot frustrates me in a game but I stopped and would advise against starting to do so in the first place. It is not necessary (unless you don't find any Water Boots - you really need those in the swamp or you will be frustrated, EDIT: the movement in the swamps seems to be patched. I will not test that though, those missions are not really one of the games highlights - hopefully they are less painful now). Most artifacts are useful and the developers patched in some stuff that allows you to get rid of unwanted artefacts and that makes gold very useful later on. That being said, if you do want to cheat I would advise setting up several loot locations to be raided in succession and then writing down the loot chains for different numbers of attack. Attack 0 enemies and check all locations, attack 1 enemy and check all locations.... This gives you a number of loot chains to choose from and if you are digging for a certain artefact it drastically increases the number of tries you have (depending on the number of locations you raid, of course). Purple artifacts don't seem to be part of the regular drop tables (the story will tell you when they are) This changed for the Empire campaign so maybe it was changed retroactively for the Barbarian campaign as well. Keep in mind that ending your turn also resets everything. If you don't find any loot chain you like, you can try again next turn. ArtefactsIf you do want to save scum, here is my take on what to prioritize (non-purple only, all the purple stuff is excellent). God-Tier Magic Ring War Banner Water Boots Horse Token / Striding BootsExcellent Cursed Amulet (less useful in late game) Death Mask Weighted Spears (can be useless in late game)Good Horn of Courage Slash of Blackness Spirit Mask Helmet of Health Plague Doctor Mask Mana ElixirOk Spiked Bracers Chain of Armor Restoration Potion Belt of Bear's Strength DiaryDo take this list with a grain of salt though - artefacts depend on your army composition. Magic Rings and War Banners being the only exception. Two Magic Rings on a Fire Archer are spectacular and War Banners stack for each character that carries one - bringing your whole army to 100% magic resistance. You won't get attacked anyway but it is cool nevertheless (the increase in attack damage is not that relevant. It can be an advantage if it allows one your units to one-shot an enemy. Otherwise is it negligible because almost every enemy unit is dead after two hits anyway). Unit types The game helps you by organizing its units into "types" (or classes or...). The way the game differentiates between different unit types is quite opaque though - not just if you are new to the game. So first let us clear up what the game is trying to tell us. Take "Light Shock Infantry" (the basic male unit) and "Light Spear Infantry (the basic female unit). The important parts are "Shock" and "Spear". That is what I will call the type of unit we are talking about. Almost all prefixes like "Light", "Heavy", "Magic" and so forth only differentiate between different variants of a certain unit type like "Shock". The suffixes used by the game mostly describe the movement type of a unit, think "Infantry" or "Cavalry". For now, we ignore all of prefixes and suffixes and look most important bit: the unit types available. Using the games logic, the types of units you can field are: Shock Axe Spear Missile Recon Scout Skirmish Artillery Support Leaders Beasts AnimalsA somewhat long list but be can clean it up quite a bit. Recon and Scout are the same type so we will ignore "Scout" (it being the Imperial "Recon"). "Beast" and "Animal" are a mis-named unit types (the mistake was introduced mostly with the Onslaught DLC). Wolves (Animals) should be called Support and the flyers should instead be called by their actual type and be given "monstrous" as a suffix (and "animal" needs to be a suffix to signal that they can be charmed). "Aerial" should be used as the unit type for flyers, not as a prefix (and I will just use "Flyers"). Skirmish cavalry works completely different from any other unit in the game so it is its own type. Leaders should be called support. So the new list of unit types is: Shock Spear Axe Skirmish Skirmish Cavalry Recon Missile Artillery Flyers SupportFor the discussion of which units to pick and when to transition into another army composition we need to create some clusters. Those are: melee (Shock, Spear, Axe, Skirmish, Recon), medium range (Missile, Support), long range (Artillery, Skirmish Cavalry) and Flyers. The reason we choose these clusters is pretty self-evident: in a perfect world hexes closest to the enemy should be filled with melee units then ranged units then artillery while flyers can be positioned anywhere. So units within one cluster compete for spots in your army (and flyers compete with almost everything else at once - even with their own unit type). For detailed statistics on all barbarian units you can take a look at the overview FG2 Barbarian Units Review by Virgil-SKY. Melee units (shock, spear, axe, skirmish, recon) ShockShock units get a second attack when they are on the offensive. Their attack is called a charge to differentiate them from a regular melee attack. Shock units have the highest damage output of any unit in the game - twice that of most other melee units. They have very good mobility in forests and several very useful offensive and defensive traits. All that makes them the best and only choice when recruiting melee units. SpearThere is nothing special about the attack of Spear units. Their strength is that they break charges when being attacked. They are meant to counter Shock units but their own damage output is laughably low in comparison and the Shock unit can just attack someone else. Their damage output is lower than what a Shock unit can do without its second attack and they do not deal magic or siege damage. Their mobility is horrible compared to Shock units. They are completely useless. There is one exception: one spear unit (the Winged Maiden) is an undercover Shock unit. AxeThere is nothing special about the attack of Axe units. They are given shields that make them resistant to missile attacks. They are meant to counter Missile units but their own damage output is laughably low in comparison and the Missile unit can just attack someone else. Their damage output is about the same compared to what a Shock unit can do without its second attack and they do not deal magic or siege damage. Their mobility is horrible compared to Shock units. They are completely useless. SkirmishSkirmish units can attack in melee without triggering a counterattack. This can be useful but it does not increase their damage potential which is - you guessed it - comparable to that of Spear and Axe units which puts it at half of what a Shock unit can do. They get shields and their mobility is as good as that of a Shock unit so they are only a bad unit choice and not a terrible one. There is no reason to ever get a skirmisher. ReconRecon units do triple damage when they attack from hiding. The problem is that they start out at half the damage potential of everyone else. This means that even if you can activate their gimmick they fall short off the damage of a Shock unit. They are supposed to be scouts and get better vision range & a skill that allows them to spot other Recon units in hiding (used instead of attacking). They do indeed have good mobility and they are the only ground unit that can climb mountains. Unfortunately for them the Witch-Hero carries a cheap spell with long range that can scout just as well while being able to summon scouts as well as combat units with better stats respectively that can cross mountains as well. You should not recruit any Recon unit but they are a fun addition to your army that gives you more options when planning capturing routes. You might get one for free from a loot drop that you will want to keep because it does not cost supply. (Support)There is a melee support unit - the Thane. It is a trap though, a wolf mother is the much better choice for all intents and purposes. If you really want to get Thanes you should wait until you can train your units before upgrading them to become a Thane. Thanes count as heroes and cannot be trained. By the time you can train your units the Thane is even more useless though than earlier in your campaign. ConclusionThere is only one choice when it comes to melee units: Shock units massively outperform the competition. The good news is that almost all Shock units are viable. Specific unitsBerserkers and Cleavers They do very good damage and their traits give them decent survivability. They can easily be brought to 100% magic resistance. They are good at: leading outrider detachments going for loot in early game and early mid game (until you can afford Winged Maidens). triggering ambushes in swamps - which is a much bigger problem than you probably anticipate. holding shrines in the swamps. A good unit that is outperformed by the Winged Maiden in utility & by both the Maidens & the Troll in combat. Berserkers are very good in the early game because they do not cost liquid mana and are already offering many of the strengths of Cleavers. Winged Maidens They have good resistances and excellent movement range. The reason that they can be considered undercover Shock units is that they can jump-attack which counts as a charge attack (=double damage). Considering our goal to kill everything immediately this makes them a de facto ranged Shock unit. Their strengths are: Their jump attack has a very high range which opens up new hexes. Their mobility and durability make them the best choice to hold shrines Their mobility makes them the only unit able to make good use of plate mail (apart from a frenzied Falirson) Their weaknesses are: Their jump is blocked by air units which is a pain because up to 25% of the enemy battlegroups and armies consist of flyers and your own flyers take their place when they kill them - blocking your maidens again. You cannot easily boost their damage output via artefacts because their jump attack does not formally count as a charge attack and because they do not do magic damage.Toss-ups: They are too squishy to jump into the middle of the enemy army but they don't need to because they stay put after jumping if they don't kill their target. (EDIT: jump now fortifies) They deal normal damage while offering the best armor penetration in the game. Magic damage is still more desirable in most cases but your Missile Units, your Supports and most Heroes all deal magic damage so it offers your more flexibility if you do not bring too many Maidens. The next patch is... EDIT: Fortify is now actually useful. You no longer have to stand still to toggle it. In addition it activates after winged leap. This helps the Winged Maidens massively in engagements and in the rare situation that you are falling back with your army. All that being said: the buffs to fortify & jump made Winged Maidens the best 1-supply melee unit by an ever bigger margin. You want at least 1 that you send out to capture shrines that are hard to reach otherwise. Armoured Trolls are a lot more robust & do splash and siege damage - but 2 Winged Maidens attack twice. Armoured Trolls These get better the longer the game goes on. They start out very strong because of their regeneration ability and their very good resistances and health. On higher unit levels & later on in the campaign the regeneration becomes irrelevant but by then they have become the best unit in the game: They do siege damage which means that they are the only unit that can kill the strongest enemy ground units reliably. They do splash damage every few turns (2x their normal damage on the 3rd hex, while attacking two more enemies). The only other option for splash damage are the Air Elemental & Chain Lightning (both spells on the Witch hero) which both cost mana (the elemental, not its attack). With pockets, their damage can be increased while bringing them up to 80% physical and magical resistance. High health is amplified when leveling up.This means they are an essential part of any late game army where their main downside - being 2 supply - is not as relevant. When open hexes are exceedingly rare, only Trolls and Maidens can get their melee damage in. Werebears While they are not nearly as bad as the non-Shock competition, they are a not a strong choice. They cost one supply compared to the 2-supply Armoured Trolls and have excellent survivability in drawn out engagements for their cost (Trolls still dominate, of course). Their downfall is the scarcity of open melee hexes, the lack of drawn out engagements and the high quality of the other choices among the Shock units. Medium range units (missile, support) First off: keep in mind that every ranged unit is automatically a skirmisher at the time this guide was created. In fact, they are skirmishers+ because they do not trigger overwatch. Both of that might (and should) get patched in the future. Missile units Slingers, Wolf Killers & Thunderers Their damage is bad but their mobility is good and they have overwatch. Their point-blank damage makes them viable in early game but is irrelevant later on (and there might be a bug, where point blank does not trigger against Skirmishers). Wolf Killers are quite expensive and stay at range two so you should only upgrade your Slingers in an emergency. The biggest strength of Slingers is that they have no competition. They are the only Missile Unit available and you desperately need ranged units. If you can get Imperial volunteers early on you can skip Slingers altogether. Longbowmen & Fire Archers Any group of Imperial Volunteers can be turned into Bowmen so it does not matter which one spawns. (I got quite a few Peltasts, one group of Hunters and no Spearmen so the chances might not be evenly distributed.) You can skip Bowmen and go straight for Longbowmen once you have enough weapons (I would get Stag Lancers first). Decent damage, range three, good mobility and Ambush make them a very strong choice. Fire Archers are the best 1-supply unit in the game (for the Invasion campaign!). If you give them Magic Rings, they get up to 272 damage late game (with offensive traits from training on top of it). Thunderers need a buff. I would try 200% point-blank damage or (better) morale damage. Centaur Archers The damage of Centaur Archers is pitiful so you cannot use them instead of Fire Archers. In combat they are worse than upgraded Slingers. Which means that they should not be considered Missile units but instead as Support units supplying a pathfinder aura. That means they compete with Hunting Packs for slots in your army. Their advantage over wolves is that they have a ranged attack with range 3. Centaurs are available in late mid game which means that the wolves' better mobility can be overcome via training and the wolves' strength against animals is no longer relevant. All in all, Centaurs are the superior choice for a Support unit that delivers a Pathfinder aura, an aura that is extremely useful (and cannot be recreated with an artifact afaik). There is one problem though. You get the option to get Centaurs quite late in your campaign and if you get the option to hire them, you decided against acquiring 5 supply. FIVE SUPPLY. That translates into all kinds of massive disadvantages just so your wolves can have a ranged attack they will hardly ever use. One example would be two additional Winged Maidens, an additional Armoured Troll and an additional Fire Archer that are not currently pummeling the enemy. Those alone can take on a small battlegroup. You can safely discard anyone's opinion who advocates for Centaurs (unless you activate "scaling" which would, of course, defeat the whole purpose of acquiring supply and building up your army and has no place in a grand strategy game based on that premise exactly). Support unitsHunting Packs The packs' pathfinder auras are essential to keep your army moving at top speed. The upgrade to Hunting Pack does not cost weapons and Packs have decent damage (excellent damage against animals) which makes them viable in combat. In early game (when you are not strong enough yet to just plow through the map) on maps where you don't need to send an outrider detachment into some forest you can park your guaranteed drop of Wolves next to your Skirmish Cavalry. You want a second group of wolves soonish. So, while you are digging for Imperial volunteers you don't need to kill off wolves if you happen to find them. Thanes Thanes are not ranged you say? Exactly. They should be (or better still they should get a third artefact slot). You do not want or need them in a melee hex so you don't want or need them at all. You want Wolf Mothers instead - even in open melee hexes. Thanes can carry an additional artifact and they can debuff enemies. Their poor damage output more than neutralizes the debuff though (which is gone after one turn anyway). They do not have magic damage or armor penetration. They are expensive. Their resistances are not that good for a tank and their mobility is horrible. Another nail in an already tightly sealed coffin is that they cannot be trained - which is a design decision so bad that it is a bug imho. Wolf Mothers They can carry an additional artefact. Charm works on Pegasi and the AI does not de-prioritize charmed units. Bears can debuff morale for a huge group of enemies. They have a ranged attack and their range can be extended if you find the right artefact. They are one of the best tanks in early and mid game - in particular once you can equip them with a Plague Doctors Mask (health artifact). They can be trained (as opposed to the Thane).Their attack is not particularly strong but it offers magic damage when that damage type is still rare. The attack being ranged it can easily deliver debuffs (if you have the right artefact) in particular if you put the Wolf Mother on a melee hex - which you want to do anyway because she is a decent tank. You can attack without entering rivers/swamp (as opposed to the Thane again). They are cheap, mobile and their utility is excellent. You want to get one with your first liquid mana and you want another one to cover the rest of the map. You can get the second one for free during your campaign so I would advise not to recruit a second one. Long range units (skirmish cavalry, artillery) Skirmish CavalryStag Riders & Stag Lancers Stag Riders are very cheap which means they offer the earliest/easiest source of magic damage. In addition, they have excellent mobility in open fields and can operate in most environments if you find the right items. They can attack air units and while they ignore zones of control, they do trigger ambushes. Their retreat mechanic is a matter of opinion. I dislike it because you lose a turn (or two) and the random nature of the direction they flee in can easily get the unit killed. The attack mechanic of Skirmish Cavalry is quite counterintuitive. They ignore zones of control, are skirmishers and they move back for free after they attack. So, to have the right mental model you should consider them artillery pieces with solid shot (Troll Hurlers being the artillery pieces using grapeshot). One synergy that is not immediately obvious is that your wolves give your Skirmish Cavalry (your solid shot artillery) 2 hexes of additional range - which it can use to cross a river or forest or... One additional strength of the attack mechanic is that you can (and will) use it to scout enemy positions. The major weaknesses of the attack mechanic are that you Cavalry can be "caught" by ambushers and that it triggers overwatch from units you have not been aware of before the attack. Secondary weaknesses are that the hex you are attacking from formally is not the one you are standing/starting on. Early on this is a disadvantage because your army is not yet overwhelming and consistently pushing so your buffs are not close enough to the enemy lines. All in all you absolutely want to bring a couple of Stag Lancers until you hit the swamps. Then you want to ditch them all or keep one as a scout that has obscene movement range and can finish off stronger enemies. That one can be upgraded to a Wind Rider (the upgrade does not help them at scouting). ArtilleryTroll Hurler & Siege Trolls Hurlers demolish enemy units consisting of large numbers of low health troops and they attack at range 4 - at a time when most if not all of your ranged units attack at range 2. This gives you the typical strengths of artillery in games against AI. You can soften up enemy positions, you can attack accross mountains and rivers. You pretty much always find an open hex for a unit with range 4 which keeps them relevant all game (even if they have to move to attack). In addition, they have several strengths that you would not expect from an "artillery" unit: They have very high mobility. During early game and early mid-game your Hurlers rival your best tanks - the equally 2-supply-costing Troll Chargers - in tankiness. Until after the swamps you might not field more than 1 Troll Charger while you might field up to 4 Hurlers (including the one you get for free) - making them your primary (off-)tank. They can deliver debuffs. The last point does not seem surprising at first but the high range and the option to equip an artifact effectively turn Hurlers into spellcaster. In fact, the best way to think about them is as spellcasters that need to channel before they can dish out their full damage. (I suspect that the unit was indeed a spellcaster in an earlier build and the wording was changed from "channeling" to "heavy weapon" to make it easier to understand/use). The goal of our army is to kill every enemy unit in 2 hits and some in 1 hit. The Hurler delivers on both fronts. It can take out quite a few enemy units in one hit (again: at a time when no other unit in your army can do so) and if it is equipped with a cursed amulet it can soften up most enemy unit far enough for them to be killed with the next attack. This also means that the main weakness of your Hurlers (the need to stand still to deal full damage) is a lot less relevant than it seems. You do not need the upgrade to Siege Troll for quite a while. In fact - you do not need to do so at all until liquid mana becomes ubiquitous - instead you can give them an additional artefact slot if you find good items to buff/debuff with. Imperial Artillery There is a random drop that gives you access to one piece of Imperial artillery. It is not worth it to spawn it unless your army is at max supply and you can go over that. But even then - your supply will go up further and you will want to discard the unit again. Flying units The number of flyers you field is a a personal choice. Everything between 2 to 7 of seems reasonable and them being 2 supply each means that a huge part of your army is purely a personal choice. As it should be for a strategy game. Most flyers cost too much supply for what they can do. The only flyers that are not out-competed by another unit (or several) are the Monster Hunter and the Phoenix. Those two share a few similarities so we can discuss their usage in one go: They are both melee and super-melee. They attack adjacent Flyers (which can retaliate) but can only attack ground units on the same hex (dive attack). Which makes them horrible against ambushers. They both move into the hex of an enemy Flyer that they have defeated. That can be a problem because it blocks Winged Maidens and some other attacks/spells you will want to use. They cannot ambush. They do not get buffed by a pathfinder aura. They can stop enemy air units from killing off weakened units in your army. They cannot move over an enemy unit and attack later (at least I did not find out how - CTRL does not work). This seems to be a bug/oversight and it means that you have a hard time positioning them optimally before the slaughter starts. This reduces the number of open hexes massively if you want to split up movement and attacks - which is acceptable if you use them mainly as anti-air. [Edit: Ha! Someone in the forum wrote that you can use "move" - normally bound to "m" to move without attacking automatically. It sure took me a while to learn that...].Both viable flyers focus on anti-air (the Phoenix less so than the Monster Hunter) which means that there is such a thing as fielding "too many" flyers. Both Monster Hunters and Phoenixes are essential to shield your army against enemy flyers and both excel as anti-air on the offensive as well. Once there is no more enemy "air" to fight they get harder to use effectively (considering their 2-supply cost). Monster Hunters Monster Hunters are the best anti-air units in the game and enemy air units are a massive mid and late game threat (the only actual threat in the whole game are certain mid game flyers). The damage ouput of Monster Hunters is not quite high enough for a 2-supply unit but their mobility, their ability to intercept enemy flyers and their ability to take out the most dangerous threats make them worth it. Notable points: Their net sounds useful but you will only use it in one or two swamp missions if at all. There is a summon for entangling units (which you don't need as well) and to use the turn of a 2-supply unit to disable one enemy is a waste in late game. It only slows you down. One major strength of theirs is that they do NOT deal magical damage. Almost every thing else does, so you want flexibility. Winged Maidens deal physical damage as well but they cannot attack air units and are a lot less durable. They can carry 2-3 artefacts and can be positioned in the middle of your army (while still being able to attack an enemy flyer) which makes them a very useful in late game if they carry buffs.The swamps are the only missions that are actually dangerous and they can be a lot easier if you bring Monster Hunters (Phoenixes are useful as well) So if at all possible you want 2 or even 3 Monster Hunters to fight in the swamps. In hindsight I should have ditched 2 of my Skirmish Cavalry immediately to get my first Monster Hunter and maybe ditch a Hurler as well (I got the free one when I was at 3 already) to get second Monster Hunter. Hurlers are quite useful all game long but the Monster Hunters take the edge of the hardest parts of the game. Firebird Phoenixes (I will not call them "Firebirds") are the best main battle tank in late game (because the AI has poor target priority). You want 1 Phoenix asap to be able to use Cleanse (a cheap long range spell that removes all buffs and debuffs - you need it mainly against harpies and against petrify and blessings from certain enemy units) and to use it as your main battle tank within you outrider detachment(s) that go capturing or for secondary objectives. A weakness that is not immediately obvious is that a Phoenix is immune to psychological effects. So it cannot be buffed by war banners - which is irrelevant in an outrider detachment but a massive drawback when it is with your main army. This gives you an additional reason to overextend with your Phoenixes (one or two artifacts to buff their resistances and it/they should survive one turn in the middle of an enemy battlegroup or a smaller army). If a Phoenix' level is high enough to allow it to survive without artifacts you give it a mask to reduce damage and morale - the last one being massively useful in late game I would recommend a Phoenix as your first flyer and 2 or 3 Monster Hunters afterwards. Summoned units and mercenaries SummonsThe most important summons are: Ancestors. They are reasonably cheap, can cross mountains and buff each other which makes them the best choice early on when mana is very limited and your army has not yet grown (and you might not have access to Air Elementals yet). Air Elementals. They have a magic-based area-of-effect spell/attack that the enemy cannot retaliate against, a haste spell, great mobility and good health. Both of those spells are free. The Air Elemental is ridiculously overpowered and needs to be changed. (the developers should limit it to 2-at-a-time or add a 1 mana cost to their spells or make them one-off or...). Bears. They can lower morale and hold a position for quite a while. Eagle Bears hit hard in addition. The morale debuff is their raison d'être though. Spitting spiders. In some fights against swamp dragons you might want to disable a threat that you cannot kill fast enough. I would (and did) get an Air Elemental instead but that is probably the wrong call. Bats. In theory you need some flying 1-mana summons to scout with but I just used the spell from the Witch Hero, checked and reloaded. If you don't want to do that (it is cheating after all) you want a couple of those from your Wolf Mothers. EDIT: Something I missed is that bats are very useful as tanks. They go down relatively fast but that makes them BETTER at tanking (given their low cost). The reason is - again - that the AI chooses its targets very poorly. The AI will try so hard to kill bats (hurt ones in particular) that they will put some of their strongest units (flyers in particular) in harms way AND waste their attack instead of finishing off a more important unit of yours. A bat can often tank three (or even more) attacks before going down (it can be buffed by horns) which makes it massively overpowered for one mana. Scouting and attacking archers who have spent their defensive fire are both nice-to-have in comparison - and those alone almost make up for a cost of one mana. That's what you get for cheating.... you miss one of the best defences against flyers.The other summons are not worth it. Most are appropriately priced for what they do but Bears, Air Elementals, Bats and Cheating cover all bases. At some point you will get an artifact that gives the trait "strong" to all units summoned by the caster carrying the artefact. Once you have it, you will be pumping Air Elementals each turn with the Witch hero. MercenariesUsing mercenaries brings dishonor on you and your cow. You are spending gold that you could be using to upgrade your troops. Mercenaries are unnecessary and buying them weakens your army. That being said: they are not all that expensive and you get 3 mana once they die. Get them, if you enjoy fielding them - in particular for the three harder mission (I am not sure whether you can buy them in the swamps...). Builds for your Heroes Max level is 10 so you have 10 skill points to spend. Each hero gives you different options to train your troops. Apart from the two mandatory heroes the hero that buffs gives you the most import training options by far. Wanderlust and Magic Armor are essential. You can find the detailed stats in FG2 Hero Units Review by Virgil-SKY. This is about builds instead and the names are de-spoilered. FalirsonMandatory skills (6 skill points) Quartermaster und Master Provisioner are the second-best skills in the game after Transmute Life. Bigger Pockets and Even Bigger Pockets are needed to up his resistances and/or to carry buffs.Recommended (4 skill points) Drill II gives units you hire on the campaign map (=your flyers) an XP boost. Strong but not all that powerful because "Volunteers" (spawned by Camps, some can be upgraded to Fire Archers) do scale with the average level of your units (my last 4 volunteers were all level 10 immediately) and once you are level 10 (to take full advantage of "half the level") your army is pretty big already - apart from archers, flyers and maybe a couple more trolls (that you can and will get from camps as well while fishing for Fire Archers if you leave two supply unused). Call Champion does not cost mana and it allows you to overextend on purpose. If the bait does not get killed it can retaliate with heavy damage. The auras needed to get to Call Champion are decent but only really useful in early game. You will not take damage later on anyway.You absolutely can take the hammer upgrades instead. They keep Falirson useful in late game so they are probably the better option tbh. Call Champion is just a bit more interesting... Famous and More Health are a joke in comparison. Falirson is by far the best candidate to put frenzy on (there is an option in a mission). He also needs his mount. So, you should free it or help him (loot location in "Thieves in the night"). A witchUnfortunately, VladK02 found a build that is clearly the best choice. I dislike it because I really wanted the XP-aura and the mana boost trait. In reality this hero needs to do two things though: spam strong Air Elementals und Chain Lightning II. So instead of taking that sweet early game boost and/or helping your whole army level quicker you need to take: Chain Lightning II. Raging Storm. Bigger Pockets and Even Bigger Pockets.You use the pockets to amp magic damage and give her a mana extractor. I would take Summon Mist on my way to Chain Lightning II but only because you do not get access to it any other way. You will be summoning and blitzing when you have mana. A transmuterMandatory skills Transmute Life. Bigger Pockets and Even Bigger Pockets increase their range and/or allow them to carry buffs. Shackles of Pain. You can cast this on enemy units. I was not aware of this until I read it somewhere. So not only does this make a unit invulnerable for three turns, it lets you utilize overwatch. Cleanse. Very useful - details in the section about the Phoenix.If you want to cheat you can do so by taking Mirror Image while carrying mana potions (I assume this will be patched when the Empire campaign gets released). If you don't want to cheat I would advise against Mirror Image. Random positions are not acceptable, every hex counts. Resurrect is nonsense because the unit loses XP. This hero is an essential support for your army, being your mana generator. Do NOT let them leave. You need 2 liquid mana the first time their presence is in jeopardy and 800 gold (or 6 liquid mana if you are crazy) the second time. After that it is handy to have another 2 liquid mana in reserve for an optional bonus. So always keep two liquid mana around or look up when exactly you will need it. If you can't pay them, force them to stay. The resulting debuffs are almost irrelevant (for min-maxing purposes you can straight up safe the 800 gold and take the debuffs, but hey! They need that gold for their yacht! Maybe they leave you later if you do, but I don't think so. A hero that buffsMandatory skills Bigger Pockets and Even Bigger Pockets increase their tankiness and allows them to get close and doom an army. Attuned II. Heroes Song. Doom.They are a very straight forward hero carrying every relevant support spell there is. Transmute Armor is the only one I did not see an artifact for but that does not matter because you would put it on this hero anyway to go in a debuff/buff. Their ability to curse in retaliation is quite strong early on. Once mana no longer is an issue (=the transmuter arrives) you will be mass-cursing all armies and most battlegroups anyway. A hero that joins late gameMandatory skills (6 skill points) Quartermaster und Master Provisioner are the second-best skills in the game after Transmute Life. Bigger Pockets and Even Bigger Pockets are needed for them to carry buffs. Army Stance March.Army Stance March changes the dynamic of the game completely and lets your already highly mobile army travel maps without a single turn interrupting the slaughter. The debuffs are irrelevant because you annihilate the enemy in one turn and retreating actually gets good late game because your wolves push stragglers anyway and you cover so much ground that your retreating units will almost never go somewhere nasty. It does not matter what you take for the rest of their skill points. Their damage is almost irrelevant so even though you don't need them I would recommend the other two stances. If you have an emergency or made a planning mistake those stances can save you. Don't cast them when March is fresh though! It would be a shame to waste 50 gold for finishing the level a bit earlier. The restThe other heroes will probably leave you in mid-game but they are as straight forward to build as the hero that buffs. Some can stay if you make corresponding decisions but that is spoiler territory. Advice on specific missions Strategies for the hardest missions Some words on the three missions that are not quite trivial, even if you bring a strong army and know what you are doing. That-god-awful-swamp-mission (pretty sure it is called "Shrouded Coast" but it might be "Glowood") You know, the one with 12 to 15 (if you are unlucky and the patrol gets activated alongside the battlegroup) unpleasant swamp dragons attacking a third of your army all at once. This can be a brick wall and could force you to reduce the difficulty (no shame in that!). The army composition we are going for in this guide with its focus on ranged units brings the best anti-air you can possibly have at this point but still: this one is HARD. The strategy for the map depends heavily on where the AI spawns its massive group of dragons and on their initial movement. It consistently spawned them in the middle for me (I tried more than once...) but I would not rely on it. You want to join your western battlegroup and the one in the middle ASAP. You need to keep to the edge of the map or you aggro the dragons. The battlegroup in the east can try to fight for a bit but I did move most of it west as well immediately (I left the stronger melee and a very small anti-air detachment to fight the non-dragon lizard army over there. Then you hold against the huge group of swamp dragons but baiting them to attack melee units you can pull back or summons. Things I did not do that might help: You just might be able to aggro only a part of the dragons (if they fly off into a "good" direction on their first turn). It gets quite a bit easier if you already have Monster Hunters. You can think about summoning spiders instead of air elementals to web dragons (they are not "large") and to tank. Thieves at night Imho this is the second hardest mission in the game. Focusing an mobility allows you to beat it without mercenaries though (those are uncouth - they cost gold! Boo!). You want to pull everything back into the middle while grabbing loot, to hold out there (loosing temps is fine) and break towards the north east, circling the mountains to avoid the battlegroup to the south/south east. It is imperative to kill as many groups of enemies as possible before they merge in the middle. The north east needs to be taken out if you want to break into that direction. (You can choose another direction but the forest and mountain ridge in the north east give you an advantage). Here is a discussion about the mission, containing lots of exaggerations and lots of insults over those exaggerations. They still make some good points about the mission. There and back again Probably objectively the hardest mission in the game and at first sight not a good fit for this army (it being about being on the offence). If you know the map though this army composition is still by far the best option and will carve through the Imperials ridiculously fast. You want to drink 2 to 4 mana potions (pumping strong air elementals and normal bears), grab the shrines and the dragon, hold the riverbank (to break charges and to debuff the enemy standing in the water) with summoned bears and annihilate most of the lizards first with almost everything you have. The riverbank is not the best place to fight the Imperials - there is a mountain ridge right beside the dragons lair which is perfect. That is not an option unfortunately because you lose control over the battlefield if you engage there. You cannot hold the two shrines and the lizards can consolidate their armies. So about those stone skin shrines and the speed shrine (one stoneskin shrine was a regeneration shrine in the past or is one on other difficulty levels) as well as the dragon's lair: You do not necessarily need the shrines yourself but you don't want the enemy to grab them (the speed shrine in particular). The speed shrine (just east of your keep but across the river on an "island") can be held by an isolated Falirson equipped with enough purples. The southern shrine (almost at the edge of the map; south of the speed shrine) can be capped and held by a winged maiden supported by an eagle (preferably a phoenix) and the dragon. You need to run through spider-territory without getting webbed, so maybe bring another unit to bait the webs. The shrine in the north east (north east and comparably close to your keep) will be held by you anyway - this is broadly where you fight the lizard armies. The dragon lair can be found at the river bed to the south of the speed shrine. There are lots of discussion about this mission in the forums but those are mostly weird. Probably not really on legend difficulty. The mission is not really hard, you just need to know the map in advance or you will suffer heavy losses. Mission choices This discussion is really helpful to choose between missions: The Mission Choice Spoiler Thread by Mhorhe. Not all choices and results are in there but it seems mostly correct and is low on spoilers.
星霜
2026-02-17 19:00:05 · 发布在 「Fantasy General II」
FG2 野蛮人单位指南
这是《FG2》中蛮族派系的单位指南文章。 帝国派系指南见此。 蜥蜴人派系指南见此。 其他次要派系指南见此。 若发现任何错误,请在此主题下报告。 (最后更新于2021年2月26日,伴随进化DLC发布) 前言 单位信息部分的格式如下: (单位图片) 名称 装备槽位:该单位拥有多少个装备槽位 补给:招募该单位所需的补给数量,若当前不可招募则忽略 费用:招募该单位所需的金币数量,若当前不可招募则忽略。解雇单位可返还一半费用。经验值:该单位被敌人消灭时会提供多少经验值。请注意,每个战役和难度都有经验值修正系数,此处为基础数值。将鼠标悬停在经验值条上可显示此状态。 生命值:该单位及其成员拥有的生命值,以成员生命值×小队规模的形式表示。游戏中,受伤以红色显示,阵亡以黑色显示。将鼠标悬停在生命值条上可显示该单位受到攻击时的阵亡概率,基础概率为30%。每提升1级,每个小队成员的基础生命值增加10%。护甲:决定单位对非魔法攻击的抵抗能力,即物理伤害减免。 速度:决定单位每回合的移动距离。 将鼠标悬停在速度图标上可显示其移动范围和撤退几率。 移动范围基本与速度相同,是实际计算单位移动距离的依据。 撤退几率决定单位受到近战攻击时发生撤退的可能性,基础几率为0%。当攻击者速度高于本单位时,无法撤退。 搜索:决定单位的视野范围,与其他游戏中的视野范围相同。 追踪技能和全视之眼特性的显示范围由此数值决定。士气:决定部队陷入混乱、溃退或逃散状态的难度,同时影响对魔法攻击的抗性,称为魔法伤害减免。部分特性会影响部队可能拥有的士气状态。武器:显示该单位攻击敌人时的基础伤害值,格式如下:武器名称,单体伤害×单名成员攻击次数×小队规模,穿甲值,特殊属性,武器射程,武器类型。每提升一级,所有武器的基础伤害增加5%。部分单位可能装备盾牌作为防御装备,格式如下:盾牌名称,提供的远程伤害减免值。特殊属性包括以下内容:近距离X%:攻击相邻目标时,额外造成X%伤害。伏击加成X%:发动伏击攻击时,额外造成X%伤害。重型武器:移动后攻击仅造成一半伤害。范围伤害:最终伤害乘以目标小队规模。残骸X:攻击会在目标相邻的格子上生成X个残骸,造成对这些六边形格子内的目标发动相同攻击。 造成“Y”效果:攻击会对目标造成“Y”效果。 破冲锋:该武器赋予破冲锋能力。 冲锋:该武器赋予冲锋攻击能力,但仅在冲锋成功时使用。 生命吸取X%:该武器造成的伤害的X%用于治疗自身单位。 攻城:该武器忽略目标的【要塞减伤】。 魔法:该武器忽略【物理减伤】,转而受到【魔法减伤】的影响。 特性:显示该单位拥有的特殊能力。部分特性还会赋予技能。 技能:显示该单位在战斗中可采取的行动。可通过数字1-8激活。1 已修正为【休息】,只要该单位能够休息即可;5 已修正为【晋升面板(技能树)】(适用于拥有技能树的英雄)或【升级面板(升级树)】(适用于拥有升级树的单位)。 以下是几种技能类型: - 【需要行动,消耗移动】:通常每个单位有1点移动点和1点行动点,此类技能会消耗两者,但只需行动点即可使用(移动后也可使用)。 - 【需要任一行动】:将移动点也视为行动点,因此一回合内可使用两次。优先消耗移动点。 - 【自由行动】:只要情况允许,可无限次使用。 - 【切换行动】:切换至与正常状态不同的特殊状态,一旦激活,只要情况允许,该单位将默认保持此状态。回合结束时未接受任何指令的单位将自动使用这些技能(突袭技能除外,该技能必须手动激活) 此单位的属性:部分特性、神器、光环和技能会对特定属性产生特殊效果。如果某个单位被列为【X级奖励单位】,则表示它会作为【猛攻】战役中标注为“此任务奖励单位”的任务奖励出现。 1. 蛮族男性单位与升级树蛮族男性被称为幼崽,是其军队的基本组成部分。 军队分为三个分支:骚扰者(左翼,包含追踪者)、狂战士(中央,包含幼崽)和投石兵(右翼)。 1.1 狂战士单位幼崽是蛮族的基础冲击单位。这些无防护的战士会冲向所有可见的敌人,对其造成高额伤害。 【神器槽位】:1 【补给】:1 【成本】:90 【经验值】:10 【生命值】:25*10 【护甲】:0 【速度】:3 【视野】:3 【士气】:4 【武器】:剑 6*10,近战武器 【特性】:全地形,冲锋攻击,伏击 【技能】:休息,冲锋攻击 幼崽是人类男性狂战士单位,属于1级奖励单位。 【 trivia】:幼崽手臂或腿部的布条在他们冲锋时会发出类似翅膀拍打的声音,因此他们获得了“渡鸦”的绰号。狂战士是蛮族的三级冲击单位。这些毫无防护的疯狂战士比他们的年轻同胞更加危险。凭借其【杀戮者】特性,英雄和大型单位会变得更容易被击杀,更不用说他们对致命伤害的抵抗力通常意味着只需一次休息就能恢复自身。 装备槽位:1 补给:1 花费:243 经验值:20 生命值:55*5 护甲:0 速度:3 搜索:3 士气:9 武器:短斧 6*5,4行动力,近战武器 短斧 6*5,4行动力,近战武器 特性:全地形,高地冲锋,杀戮者,伏击,无畏,怒火驱动 技能:休息,冲锋攻击 升级需要3武器和108金币。 狂战士是人类男性狂战士单位,属于二级奖励单位。熊人是蛮族的4级冲击单位,同时也是重型冲击步兵单位。这些人熊战士能给敌人心中带来恐惧,并且会通过吞食尸体来恢复自身。它们的爪子可以破坏敌人的护甲,使其他单位更容易对这些目标造成更多伤害。 【神器槽位】:1 【补给】:1 【成本】:499 【经验值】:40 【生命值】:120×3 【护甲】:6 【速度】:3 【视野】:3 【士气】:7 【武器】:金属爪 11×3,造成“护甲受损”效果,近战武器 金属爪 11×3,造成“护甲受损”效果,近战武器特性:全地形,高地冲锋,伏击,无畏,食尸者,引发恐惧 技能:休息,冲锋攻击 升级需消耗4武器和4液态魔力 熊人是人类男性狂战士单位,为3级奖励单位。 熊人存在另一种变体——圣诞利爪,出现在圣诞特别任务中。其属性与熊人相同,仅图标和模型不同。劈刀者是蛮族的4级冲击单位,同时也是魔法近战单位。这些特殊武装的狂战士拥有狂战士狂暴特性,使其在战斗中持续时间越长造成的伤害越高,但由于他们仍然缺乏保护,若受到过多伤害,及时将其撤回十分重要。 【装备栏位】:1 【补给】:1 【招募费用】:430 【召唤点数】:9 【经验值】:30 【生命值】:65×5 【护甲】:0 【速度】:3 【搜索】:3 【士气】:11 【武器】:劈刀 10×5,魔法,近战武器 【武器】:劈刀 10×5,魔法,近战武器 【特性】:全地形,高地冲锋,斩杀,伏击,狂战士狂暴,无畏,怒火驱动 【技能】:休整,冲锋攻击 升级需消耗3武器和3液态魔力 劈刀者是人类男性狂战士单位,为3级奖励单位。趣闻:据说只有红发男子能成为劈砍者,因为火焰在他们的血脉中熊熊燃烧。在已知历史中,同一时期很少出现超过一个劈砍者战团,因为打造他们的战斧需要强大的魔法。 1.2 骚扰单位斧兵是蛮族的二级骚扰单位,也是基础盾兵单位。他们的盾牌能吸收大部分所受的远程伤害,而其护甲和斧头使他们在狂战士无法进行冲锋攻击的战斗中更具威胁。 【装备槽】:1 【补给】:1 【成本】:149 【经验值】:20 【生命值】:35*6 【护甲】:3 【速度】:3 【视野】:3 【士气】:5 【武器】:长柄斧 12*6,近战武器 【盾牌】:圆盾 +50%远程伤害减免 【特性】:坚韧,骚扰者 【技能】:休整,近战攻击 升级需消耗1点护甲和29金币 斧兵是人类男性近战单位,为二级奖励单位。 趣闻:当一个年轻人获得自己的名字时,他就成为了一名正式的战士,也就是斧兵。重型斧兵是蛮族的3级骚扰单位,也是进阶的持盾单位。作为游戏中装甲最厚重的单位之一,它们很难被低穿甲武器击倒,其顶级的非冲锋伤害使它们成为优秀的输出单位。 获得3级速度后,重型斧兵成为斧兵的完全升级版,和其他单位一样好用。 【装备槽】:1个 【补给】:1 【成本】:312 【经验值】:40 【生命值】:35×6 【护甲】:11 【速度】:3 【视野】:3 【士气】:5 【武器】:重型长柄斧 20×6,近战武器 【盾牌】:圆盾 +50%远程伤害减免 【特性】:坚韧,骚扰者 【技能】:休整,近战攻击,强行军 【升级成本】:3点护甲值和73金币 重型斧兵是人类男性近战单位,也是3级奖励单位。趣闻:重斧兵通常是氏族中最富有且经验最丰富的战士。追踪者是蛮族的三级骚扰单位,同时也是潜行侦察单位。他们不携带盾牌,但潜行能力和高撤退几率是其最佳防御手段。作为游戏中伏击伤害加成最高的单位,他们发动伏击时极具杀伤力,甚至能一击击杀英雄。出色的搜索范围和追踪技能使他们成为全军前方的最佳斥候,能够侦测隐藏的敌人,而山地适应性技能则让他们可以穿越山脉,神不知鬼不觉地潜入敌方领地。装备栏:2 补给:1 费用:267 经验:20 生命值:40×5 护甲:3 速度:3 搜索:4 士气:5 武器:萨克斯12×5,6行动点,伏击加成+200%,近战武器 特性:全地形,登山者,撤退II,潜行,伏击,追踪者,骚扰者 技能:休息,近战攻击,追踪 升级需消耗2件武器和107金币 追踪者是人类男性近战单位,为2级奖励单位thane是蛮族英雄单位。他配备盾牌,拥有不错的伤害,还具备【鼓舞】技能(可恢复附近友军的士气)和【战争领袖】光环(可激励友军),是优秀的军队领袖,你会需要一名这样的单位。 装备槽位:2 补给:1 费用:363 经验值:40 生命值:120 护甲:4 速度:3 搜索:3 士气:8 武器:thane胡须斧 20*3,近战武器 盾牌:圆盾 特性:英雄、骚扰者、战争领袖 技能:休息、近战攻击、鼓舞升级需要消耗3武器、2护甲和109金币。 thane是人类男性近战英雄单位。 在入侵战役中,会出现两名带有个人图标的thane,分别是来自Misneach氏族的Misneach的Relkar和Misneach的Tamar。在特定情况下,这两人可能会加入你,但你也可以下令处决他们以获得一些武器和护甲,或者让他们的家人出钱赎命。如果他们加入,两人将获得弑亲者晋升,与Falirson获得的晋升相同。 请注意,尽管名称相同,但猛攻战役中的Misneach的Relkar是一个经过特殊设计的英雄单位,拥有独特的技能树,严格来说与本单位不同。 趣闻:由thane领导的战士通常来自他的直系亲属。1.3 投石兵单位投石兵是蛮族的基础远程单位。他们能对无防护的敌人造成大量伤害,但面对装甲和持盾敌人时则无能为力。不过,【弹药充足】特性使他们在粗糙地形上拥有无限次防御射击次数,而且这类地形通常并不缺乏。 神器槽位:1 补给:1 成本:130 经验值:10 生命值:20*8 护甲:0 速度:3 搜索:3 士气:4 武器:投石索 7*8,远程,【近距离】+50%,射程 2,远程武器 特性:防御射击,弹药充足 技能:休整,远程攻击 升级消耗:1件武器和25金币 投石兵是人类男性单位,为1级奖励单位。狼杀手是蛮族的三级远程单位。其【近距离】加成提升至100%,任何无防护单位遭到其攻击时都可能蒙受惨重损失。不过,与弓箭手一样缺乏【破甲】能力是个问题,并且增加的护甲对其生存帮助不大。但如果你只追求火力,那么无需选择【装甲投石兵】,因为两者的伤害完全相同。 【装备栏】:1 【补给】:1 【成本】:281 【经验值】:20 【生命值】:20*8 【护甲】:2 【速度】:3 【视野】:3 【士气】:5 【武器】:狼杀手投石索 8*8,远程,+100%近距离,射程2,远程武器 【特性】:防御射击,弹药充足 【技能】:休整,远程攻击 【升级成本】:3武器和106金币 狼杀手是人类男性单位,为二级奖励单位。趣闻:狼杀手们有个传统,会将自己首次一枪毙命的动物皮毛披在肩上。装甲投石兵身披重甲,是游戏中最耐用的蛮族远程单位。 【装备栏】:1 【补给】:1 【招募费用】:478 【经验值】:30 【生命值】:25*8 【护甲】:8 【速度】:3 【视野】:3 【士气】:7 【武器】:杀狼投石索 8*8,远程武器,近距离攻击+100%,射程2 【特性】:防御射击,弹药充足 【技能】:休整,远程攻击 【升级消耗】:3护甲和107金币 装甲投石兵是人类男性单位,为3级奖励单位。使用足够的魔法资源后,这些雷霆射手现在造成魔法伤害。虽然它们失去了弹药充足特性,但近距离加成和3格射程仍使其成为必备单位。 【神器槽位】:1 【补给】:1 【成本】:497 【经验值】:30 【生命值】:25*6 【护甲】:4 【速度】:3 【搜索】:3 【士气】:8 【武器】:雷霆投石索 15*6,魔法,+100%近距离,射程3,远程武器 【特性】:防御火力 【技能】:休息,远程攻击 升级需要消耗3武器、3液态魔力和21金币 雷霆射手是人类男性单位,为3级奖励单位。 2. 蛮族女性单位及升级树与好斗的雄性相比,蛮族女性更倾向于身披铠甲进行防御,并使用长矛或标枪作战。野生雄鹿只接受女性骑手,这也是所有蛮族骑兵均为女性的原因。 2.1 长矛单位这些蛮族少女是基础枪兵单位。她们或许不如帝国长矛兵优秀,但你需要她们来对抗具有冲锋攻击的敌人。 【装备槽】:1 【补给】:1 【成本】:90 【经验值】:10 【生命值】:20×8 【护甲】:4 【速度】:3 【视野】:3 【士气】:5 【武器】:长矛 7×8,4行动点,破冲锋,近战武器 【特性】:无 【技能】:休息,近战攻击 少女是人类女性近战单位,属于1级奖励单位。 【 trivia】:数字设定集中提到,少女们还携带一面小盾牌,她们的轻型长矛是单手武器。装备更精良的【持矛少女】是蛮族的二级长矛单位。她们拥有【加固阵地】能力,比普通少女单位更加耐打。 神器槽位:1 补给:1 花费:183 经验值:20 生命值:35×6 护甲:6 速度:3 搜索:3 士气:6 武器:野猪矛 10×6,6点行动力,破冲锋,近战武器 特性:加固 技能:休整、近战攻击、加固 升级花费:2件武器和65金币 持矛少女是人类女性近战单位,属于二级奖励单位。 趣闻:数字设定集中提到,持矛少女使用双手长矛,因此舍弃了盾牌。装备更为精良的这些持盾侍女是最精锐的蛮族长矛单位。她们如今配备巨型圆盾,不仅能抵御远程攻击,还可保护相邻友军。 【装备栏位】:1 【补给】:1 【费用】:395 【经验值】:30 【生命值】:50×5 【护甲】:7 【速度】:2 【视野】:3 【士气】:9 【武器】:长矛 15×5,8行动力,破冲锋,近战武器 【盾牌】:巨型圆盾 +50%远程伤害减免 【特性】:防御姿态,坚韧,无畏,盾墙 【技能】:休整,近战攻击,防御姿态,强行军 升级需消耗4护甲和52金币 持盾侍女是人类女性近战单位,为3级奖励单位。蛮族的独特单位【翼之少女】消耗资源较多,但效果相当令人满意:这是一种拥有全地形移动能力和良好护甲的长矛单位,并且能够利用她们的魔法翅膀进行远程俯冲攻击。 翼之少女过去因护甲较低而有些脆弱,但自从【翼跃】技能在使用后可以触发【防御姿态】以来,她们变得更加实用,也比以前更加危险。神器槽位:1 补给:1 花费:481 经验值:30 生命值:60×4 护甲:5 速度:4 搜索:3 士气:8 武器:翼矛 30×4,10行动点,破冲锋,近战武器 特性:全地形,强化,女武神之翼 技能:休息,近战攻击,强化,翼跃 升级需消耗4武器、4液态魔力和18金币 翼之侍女是人类女性近战单位,为3级奖励单位。 trivia:翼之侍女的翅膀位于其盔甲上,由风元素束缚,可助其短距离飞行。 2.2 魔法单位由于与自然有着深厚的传统羁绊,野蛮人将这些狼母培养成驯兽师和召唤师。一旦驯服了新的动物种类,她们便能对其进行研究,并在之后学会召唤它们。经验丰富的狼母价值极高。 神器槽位:2 补给:1 费用:299 经验值:30 生命值:100 护甲:4 速度:3 搜索:3 士气:8 武器:魔法法杖 20*3,魔法属性,射程 2,远程武器 特性:全地形,撤退II,战狼,召唤恐狼 技能:休息,远程攻击,魅惑动物,召唤 升级需消耗1液态魔力和21金币 狼母是人类女性单位,为2级奖励单位。 趣闻:数字艺术设定集中提到,狼母通常是失去了雄鹿的风骑士,她们决定与其他动物建立羁绊。雄鹿骑兵是基础的蛮族骑兵单位。这些迅捷的骑手能对移动范围内的敌人进行游击式攻击,同时也是蛮族军队的快速侦察兵。 【装备栏】:1 【补给】:1 【招募费用】:204 【经验值】:10 【生命值】:40*4 【护甲】:2 【速度】:4 【搜索范围】:4 【士气】:5 【武器】:轻型魔法标枪 12*4,魔法属性,游击武器 【特性】:骑乘,快速,忽视区域控制,撤退I,侦察 【技能】:休整,游击突袭,侦察 【升级费用】:116金币 雄鹿骑兵是人类女性单位,为1级奖励单位。 【 trivia】:据说雄鹿比马匹更为敏捷,能在崎岖地形中长距离奔袭,但游戏中的雄鹿骑兵在复杂地形中的移动速度并不比帝国骑兵快。装备了更强大魔法标枪的雄鹿枪骑兵是蛮族的三级游击骑兵单位。 神器槽位:1 补给:1 费用:293 经验值:20 生命值:45*4 护甲:3 速度:4 搜索:4 士气:6 武器:魔法标枪 18*4,魔法,游击武器 特性:骑乘,快速,忽视区域控制,撤退I,侦察 技能:休整,游击战术,侦察 升级需消耗3武器和44金币 雄鹿枪骑兵是人类女性单位,为二级奖励单位。除了更精良的魔法标枪外,牡鹿冲锋者还配备了用于冲锋攻击的骑枪,并拥有更厚重的盔甲以承受敌人的反击,成为唯一的蛮族冲击骑兵单位。 【神器槽位】:1 【补给】:1 【招募费用】:524 【经验值】:20 【生命值】:60×4 【护甲】:8 【速度】:4 【视野】:3 【士气】:7 【武器】:魔法标枪 18×4(魔法,游击武器) 骑枪 20×4(12行动力,冲锋,破阵,冲锋武器) 【特性】:-mounted,快速,忽略区域控制 【技能】:休整,游击,近战攻击 【升级消耗】:3点护甲值和206金币 牡鹿冲锋者是人类女性单位,为3级奖励单位。 【 trivia】:只有最强壮的牡鹿和最勇敢的骑手才能加入牡鹿冲锋者的行列。这些牡鹿的鹿角也用金属进行了加固。很少有雄鹿能长到那么大,所以如果你见过,那一定是风行者的坐骑。这些身着蓝色盔甲的骑手是最强大的游击骑兵单位,比其他骑兵更为迅捷。 神器槽位:1 补给:1 费用:430 经验值:30 生命值:50×4 护甲:4 速度:4 视野:4 士气:8 武器:重型魔法标枪 26×4,魔法属性,游击武器 特性:骑乘,快速,无视区域控制,撤退II,侦察 技能:休整,游击战术,侦察 升级需消耗2份武器材料和3份液态魔力 风行者是人类女性单位,为3级奖励单位。 趣闻:被这些巨大的雄鹿选中,对少女而言是至高无上的荣誉。风行者在氏族中拥有特殊地位。有些风行者会在坐骑倒下时选择与之同生共死。 2.3 标枪单位作为蛮族基础散兵单位,标枪投掷兵装备标枪和名为小圆盾的小型圆盾,是对抗敌方远程单位的优秀杀手。 【装备栏】:1 【补给】:1 【成本】:158 【经验值】:30 【生命值】:25*8 【护甲】:3 【速度】:3 【视野】:3 【士气】:5 【武器】:标枪 8*8,远程,散兵武器 【盾牌】:小圆盾 +25%远程伤害减免 【特性】:全地形,撤退I,伏击 【技能】:休整,散兵 升级需消耗1件武器和55金币 标枪投掷兵是人类女性单位,为2级奖励单位。 趣闻:数字设定集中提到,标枪投掷兵实际上还携带一把用于近战的短矛,但这一设定未在游戏中体现。铁标枪兵因身着铁制盔甲而得名,他们拥有更精良的武器和防护。 神器槽位:1 补给:1 花费:361 经验值:30 生命值:30×8 护甲:6 速度:3 搜索:3 士气:6 武器:铁标枪 12×8,6行动力,远程,游击武器 盾牌:小圆盾 +25%远程伤害减免 特性:全地形,撤退II,伏击 技能:休整,游击 升级花费:2护甲和143金币 铁标枪兵是人类女性单位,为3级奖励单位。 3.蛮族空中单位及升级树猩红山脉中隐藏着一个名为伊奥拉瑞的氏族。长期以来,人们都以为该氏族在暗影战争后已解散,直到他们在法利尔森进军边境之地时派遣使者与其接触,才再次被发现。 伊奥拉瑞氏族由艾雷斯·碎钢者和鹰王索恩安德领导,他们因与巨鹰之间的紧密联系而闻名,这也使其成为了变形师凯洛斯的目标。凯洛斯率领大批天马和梦魇部队进入猩红山脉,企图摧毁他们。在击败帝国空中舰队后,艾雷斯和索恩安德承认法利尔森为至高王,并允许他使用这些巨鹰。 巨鹰仅在【猛攻】DLC中可用,该DLC在入侵模式中新增了一个解锁巨鹰的任务。升级树有三个分支,分别是左侧的装甲分支、中间的魔法分支和右侧的支援分支。 在遭遇战模式中,乌鸦之杀也被列入蛮族武器库。由于它没有升级树,我将其放在此处。乌鸦群是一支空中侦察单位。 装备栏:0 补给:1 费用:50 召唤:1 经验值:10 生命值:10×10 护甲:3 速度:5 搜索范围:3 士气:3 武器:鸦喙 3×10,6行动点,近战 特性:飞行,拦截机,无法捕获,可消耗 技能:休息,近战攻击 乌鸦群是飞行动物单位。 3.1 装甲鹰巨鹰是基础的蛮族空中动物单位。虽然没有帝国天马那样的光环,但它拥有振翅技能,能制造一小片迷雾来隐藏地面单位并保护它们免受远程攻击。 【神器槽位】:1 【补给】:1 【成本】:164 【召唤时间】:4 【经验值】:20 【生命值】:50×4 【护甲】:0 【速度】:5 【视野】:3 【士气】:4 【武器】:鹰爪 12×4,近战武器 【特性】:飞行、拦截、俯冲攻击、无法捕获 【技能】:休息、冲锋攻击、振翅 巨鹰是飞行动物单位,也是1级奖励单位。装备部分护甲后,巨鹰将升级为装甲巨鹰。 神器槽位:1 补给:1 花费:224 召唤点数:5 经验值:20 生命值:50×4 护甲值:4 速度:4 搜索值:3 士气:4 武器:鹰爪 12×4,近战武器 特性:飞行、拦截者、俯冲攻击、无法捕获 技能:休息、冲锋攻击、振翅 升级需消耗2点护甲值 装甲巨鹰是飞行动物单位,同时属于1级奖励单位和2级奖励单位。随着更多的护甲保护和骑手,装甲巨鹰现已成为著名的鹰骑士。 神器槽位:1 补给:2 花费:412 经验值:30 生命值:100*3 护甲:7 速度:4 视野:3 士气:7 武器:野猪矛 20*3,近战武器 特性:飞行,拦截,俯冲攻击 技能:休息,冲锋攻击,振翅 升级花费:1补给,2护甲和128金币 鹰骑士是飞行人类女性单位,为2级奖励单位。这些怪物猎人装备有用于捕捉猎物的网,以及用于猎杀动物和大型生物的锋利三叉戟。 神器槽位:2 补给:2 花费:424 经验值:30 生命值:80*3 护甲:2 速度:5 搜索:4 士气:8 武器:三叉戟 24*3,6行动点,近战武器 特性:飞行,拦截者,俯冲攻击,怪物猎人 技能:休息,冲锋攻击,投掷网,振翅 升级花费:1补给,4武器和140金币 怪物猎人是飞行人类女性单位,为3级奖励单位。 3.2 魔法鹰消耗一些魔法资源,巨鹰可以转化为灵鹰——一种能够与其他单位缔结生命链接,分担其所受伤害的灵体单位。 【神器槽位】:1 【补给】:1 【花费】:408 【经验值】:20 【生命值】:75×4 【护甲】:0 【速度】:5 【视野】:3 【士气】:0 【武器】:鹰爪 12×4,魔法,近战武器 【特性】:飞行,拦截,灵体,俯冲攻击,免疫心理,无法俘虏,免疫诅咒 【技能】:冲锋攻击,生命链接 升级消耗:1份液态魔力和194金币 灵鹰是飞行单位,属于2级奖励单位。火鸟是一种强大的魔法生物,能够在短时间内从所受的任何伤害中完全恢复。 【神器槽位】:1 【补给】:2 【费用】:581 【经验值】:40 【生命值】:300 【护甲】:5 【速度】:5 【搜索】:3 【士气】:0 【武器】:鹰爪 18*4,魔法,近战武器 【特性】:飞行,拦截者,俯冲攻击,大型,免疫心理,重生,无法捕捉,免疫诅咒 【技能】:冲锋攻击,净化 消耗1补给和4液态魔力可升级 火鸟是飞行单位,也是3级奖励单位。 3.3 支援鹰鹰身投弹兵以巨石为武器,能够轰炸地面敌人,但无法对飞行单位造成伤害。 【神器槽位】:1 【补给】:1 【费用】:229 【召唤时间】:5 【经验值】:20 【生命值】:50×4 【护甲】:0 【速度】:4 【视野】:3 【士气】:5 【武器】:重石 20×3,6行动力,攻城,攻城武器 【特性】:飞行,无法占领 【技能】:休息,轰炸,振翅 升级费用:65金币 鹰身投弹兵是飞行动物单位,属于2级奖励单位。岩石被装满炸药的桶取代后,我们现在拥有了雄鹰火焰轰炸机 神器槽位:1 补给:2 费用:475 经验值:30 生命值:200 护甲:4 速度:4 搜索:3 士气:5 武器:火焰桶20,攻城,范围伤害,攻城武器 特性:飞行,无法占领 技能:休整,轰炸,振翅 升级消耗:1补给,2护甲和186金币 雄鹰火焰轰炸机是飞行系男性单位,为3级奖励单位。如果投石兵能够飞行会怎样?鹰之投石小队将为你揭晓答案。这些飞行投石兵比地面上的投石兵机动性更强,并且凭借更快的速度造成更多伤害。 【神器槽位】:1 【补给】:2 【费用】:308 【经验值】:30 【生命值】:60×3 【护甲】:0 【速度】:4 【视野】:3 【士气】:5 【武器】:杀狼投石索 10×3,远程,100%近距离加成,射程2,远程武器 杀狼投石索 10×3,远程,100%近距离加成,射程2,远程武器 【特性】:飞行,防御火力,无法占领 【技能】:休整,远程攻击,振翅 升级需要消耗1补给、3武器和34金币 鹰之投石小队是飞行男性单位,为3级奖励单位。 4. 巨魔与升级树巨魔与生活在同一片土地上的人类关系复杂,冲突时有发生。不过,在蒂尔和艾尔莎的帮助下,法利尔森成功招募了这些巨人来为他作战。巨魔以快速再生能力而闻名,即使是重伤也能迅速恢复。尽管尚处幼年,巨魔幼崽的身高已超过人类成年人。它们的拳头沉重,皮肤坚硬。 【装备栏】:1 【补给】:2 【费用】:146 【经验值】:20 【生命值】:70×4 【护甲】:4 【速度】:3 【搜索】:2 【士气】:4 【武器】:巨魔之拳 20×4,2点行动值,攻城,近战武器 【特性】:全地形,巨魔之血 【技能】:休息,近战攻击 巨魔幼崽是男性近战巨魔单位,为1级奖励单位。 趣闻:许多人类误以为巨魔愚笨,实际上它们只是反应迟缓。然而,一旦决定采取行动,它们往往会以无与伦比的狂暴发起攻击。血橡树被它们视为神圣的根树。成年巨魔体型庞大,无法在任何地形中隐藏身体,但成长也意味着它们比幼崽拥有更强大的力量。巨魔冲锋者装备着磨尖的铁质部件,能扫开任何敢于靠近的敌人。 【装备栏】:1 【补给】:2 【费用】:376 【经验值】:30 【生命值】:140×2 【护甲】:6 【速度】:3 【搜索】:2 【士气】:4 【武器】:冲锋者之拳 30×2×2,4行动点,攻城,近战武器 【特性】:全地形,巨魔之血,大型,高地冲锋 【技能】:休息,冲锋攻击,突破 升级需要消耗2武器、2护甲和141金币 巨魔冲锋者是男性近战巨魔单位,为2级奖励单位。 【 trivia】:冲锋者通常是那些无家可归且没有根树的巨魔。它们需要为自己夺取新的领地,并且与自然的联系较弱,因此行为更具攻击性。装甲巨魔身披更多铁质部件作为护甲,使得普通武器更难将其击杀。 神器槽位:1 补给:2 花费:532 经验值:40 生命值:180×2 护甲:10 速度:3 搜索:2 士气:4 武器:充能拳套 30×2×2,4行动点,攻城,近战武器 特性:全地形,巨魔之血,大型,高地冲锋,无畏 技能:休整,冲锋攻击,突破 升级需消耗1液态魔力和4护甲 装甲巨魔是男性近战巨魔单位,为3级奖励单位。 趣闻:装甲巨魔的攻击性更强,它们很容易被激怒,人们常常会猎杀它们以保护其他人免受其狂暴攻击的伤害。在战时,它们对军队很有用,但通常也会与其他部队隔离开来,以防止发生任何冲突。成年巨魔拥有足够的力量将巨石投掷到远处,因此诞生了巨魔投手。 【装备槽位】:1 【补给】:2 【费用】:303 【经验值】:30 【生命值】:100×2 【护甲】:4 【速度】:3 【搜索】:3 【士气】:4 【武器】: - 巨石 8×2,攻城,范围攻击,重型武器,射程4,攻城武器 - 巨魔之拳 20×2,攻城,2行动点,近战武器 【特性】:全地形,巨魔之血,大型 【技能】:休息,近战攻击,攻城 【升级消耗】:1液态魔力,2武器和78金币 巨魔投手是男性巨魔单位,为2级奖励单位。 【 trivia】:投手通常比冲锋者更为内敛。装备着更大岩石的攻城巨魔能轻松击溃大型小队。 神器槽位:1 补给:2 费用:495 经验值:40 生命值:150×2 护甲:6 速度:3 搜索:3 士气:4 武器:攻城巨石 10×2,4行动点,攻城,范围攻击,重型武器,射程4,攻城武器 巨魔之拳 20×2,攻城,2行动点,近战武器 特性:全地形,巨魔之血,大型 技能:休息,近战攻击,攻城 升级消耗:2液态魔力,4武器和32金币

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