Gildemeester
Member
posted 10-25-01 10:02 AM
EDT (US)
9 / 16
When I first played the campaign, I used to bring a hero with me al the time, until he got killed in the hall of heroes scenario (boy those caves are dangerous), but at the end I had a choice of heroes to take along, so I did. When I played it for the second time I didn't take my sidekick with me, and lo and behold, in almost every scenario a hero joined me early on in the game. Even better was the fact that the new heroes fitted the scenario better than the halflinghero I was towing along the first time around (for instance the lizardmen heroes with waterwalking ability in the wet maps).
The trouble with taking units is of course that they cost money in the upkeep, which you don't immediatley have. If you don't take the units, you save money, which you can often use early in the game to buy friendly troops and the cities they occupy. The big acception here is of couse for scouts, who can quickly gather the resources to pay for themselves. I never leave a level without three eaglescouts or wyvernriders if I can help it. Other units only if I have money to burn or as a bodyguard for my hero in the early stages of the campaign (ad a centaur and a unicorn and your hero-in-training's survival chances go up a treat).
Because I don't waste any money taking a lot of troops or heroes with me, I have money left over to take items. The big advantage of items is that once you have them (or transferred them) they don't cost you money anymore, and they can compensate your weak points. Especially in the first levels, your leader is a weak puppy. That extra defence point from that helmet makes a lot of difference. Later in the game you can use items to customise your leader. With his staf and shield of the forest and his ring of life, nobody will mistake my hero for a bad guy.
And finally, some items are simply to good to leave behind, like the helmet of glory, which costs only ten gold to transfer, or the elven mail, which costs forty but gives you +3 defence and +1 resistance.
Skylancer64
Member
posted 12-18-01 10:39 AM
EDT (US)
10 / 16
Right now, in he campaign, my leader is equipped with this death strike sword and some evil mask. Both are okay in stats, but the funny thing is, I'm playing on the keeper side...
roofonfire
Member
posted 02-23-06 00:02 AM
EDT (US)
12 / 16
I really enjoyed using nordic glows during the campaign. I kept the same 3 around me on every scenario since the first frostling appearance. they do cost a lot of points when you transfer them, but gold nordic glows are REALLY useful. I always cast haste on all three at the beginning of the scenario, and they will cover the entire map in about 10 turns. They were especially helpful in those first few scenarios where the strongest ai garrisons consisted of 8 level 1s. One gold nordic glow will wipe out all of them, and even a wounded glow can hold a 3-hex while you migrate it. I remember using them to finish Goblin Rebellion in 22 turns!
Azazabus
Member
posted 07-01-12 05:01 PM
EDT (US)
13 / 16
*Apologies for going a bit off-topic, but I wasn't sure where to ask this & I'm wary of starting new threads.*
Does anyone know how to hack transfer points? It's one of the few things that genuinely bothers me about this game. Don't get me wrong, I understand the 'gameplay vs. story' issues, but this just feels dopey- I don't have room for Bormac cuz I took some extra gold? Is he traveling in my coin purse? And the items- there isn't a bag or chest to keep them in? I can't imagine my army is carrying everything in their hands.
Concerning units, the existing upkeep issue is a good limiter in itself- the larger your army, the sooner you go bankrupt, so don't overload. If transfer points are kept at all, I think there should be separate pools- gold, mana, heros, items & units. As I see it, you don't keep soldiers in the treasury, or gold in the barracks.
This got longer than I intended, but there you go- submitted for your appraisal. Discuss as you please
Carrandir
Member
posted 07-11-12 11:31 AM
EDT (US)
14 / 16
I'm looking for the same thing.
I've put so much work into my heroes, and now they are leveled to high, so I can only take one of them. I don't care about units or items, but I really want to keep my heroes.
Raygereio
Member
posted 03-30-13 06:48 PM
EDT (US)
16 / 16
Apologies for the necro-post, but does anyone know what the limitation of unit transfer is?
I tried to bring a level 4 unit with me, but the game wouldn't let me do that. Even if I disbanded all other units, then the unit section of the transer resources screen is simply empty.
Is taking a level 4 unit along something that's restricted until later on in the campaign, or am I missing something?