Fantasy General чит-файл №1

I also am a mortal type of guy. So far the best combo for me is the paladin
hero with heavy mortal units; I use very little mech.

With Calis my armies are roughly 1/3 each foot, horse, and air. I have a
couple spell caster and artillary units. Horse is split 50/50 between light
and heavy calvalry. Air is 70/30 attack/bomb, infantry is 40/30/30 heavy/
light/archers. I barely use skirmishers, instead I use light calvalry and
infantry.
In battle I set up archer guarded infantry lines with artillary support. Light
and heavy horse are placed behind the infantry lines. Attack air units are
place above the infantry, bomber air units above the calvalry.
First thing, attack air units are sent out in groups of two to extend my
vision and flush out enemy air support. I start moving my units along the path
to their chosen objectives. When enemies are encountered, I bash them hard
with heavy calvalry, and then bring up infantry to cover the calvalry from
counter charges. Light calvalry can fend for itself, I use them for all sorts
of missions.
Once enemy air is dead, I use my attack air units to soften ground targets.
One attack and the grounder usually retreats, so you can hit it with a bomber
same turn. Then a heavy calvalry charge for the small fry, or a light calvalry
+ hero attack for the big dudes.
I use my heal spell roughly two turns into the major assault (there is always
one, grin). This tends to be either 25% or 50% of the way through the battle.


Here is my breakdown of each hero and their usefulness:

Calis (the best):
heal spell: great spell, very useful
calvalry recruiter: a great skill
charismatic: minor, but useful at any stage of the game
healer: never understood this. anyone?

Krell (pretty good):
spells: great! fireball rocks, whirlwind is giant air advantage
archmage: the recruitment bonus for magic units is weak

Marcas (gets weaker as game progresses):
infantry recruiter: not a bad skill to have
famous: cool in the begining, less powerful later on
warlord: I prefer quality over quantity
general: see famous

Mordra (irritating):
heal beast/plague: plague is garbage, heal beast is ok
beast master: flexibility is good
summon monsters: hard to plan a strategy for

The trouble with beast and magic units is that they tend to be low exp. I
could see a beast master or archmage combined with general, that would be
killer. How about Sauron, the Warlock King?
                               
Daniel M Lemberg
lemberg@jhunix.hcf.jhu.edu
Phone ##: (410) 235-3020
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For me, the most flexible and effective combination is a strong heavy calvary
(panzers) and airforce. The enemy units that the calvary do not destroy are
picked off with the airforce. Air is also useful to move or destroy enemy
archers away from position so that the ground forces can attack.
A few skirmishers, light infantry and heavy infantry units which can force
march are also useful. I am currently using mortal units with magic weapons
but may add magic creatures when research is complete (the Phoniex hawk looks
quite good because it can regenerate).
One other thing that I'm getting fond of is invisible flank marches by my set
of 5 elite Trail Runners, all with magic skirmish weapons. They can take out
most poorly defended secondary goals (say by a Shadow Warrior or mech Warlord
plus a Monk of Meo) with almost no damage to themselves. Occasionally I bring
them in on a flank or rear of the main fight with major effect.

One other thing that I'm getting fond of is invisible flank marches by my set
of 5 elite Trail Runners, all with magic skirmish weapons. They can take out
most poorly defended secondary goals (say by a Shadow Warrior or mech Warlord
plus a Monk of Meo) with almost no damage to themselves. Occasionally I bring
them in on a flank or rear of the main fight with major effect.

Dan L. Pierson, Control Technology Corporation