22:20 being rarer and more expensive is bad not good. If they are easier to get and are a good unit they should be ranked higher than a similar strength unit that is harder to get.
I know I'm kinda late to the party, but whatever. IDK if they changed the turn order, but guns and cannons go first- and they go by row order. Light infantry goes before heavy, who go last. Rangers and assasins are extremely squishy. Most of my ambush teams will have sword masters at the front because they hit decently hard, tank decently well (for light inf) and aren't too hard to get. They can get quite killy with some crit investments. Ambush squads are damn strong, but aren't so great in the games many open fields. Knights are expensive- but they are kings of the open field- well worth the investment for one or two squads. Cav shock would be OP if the enemy AI didn't spam spears and centurions after a certain point- they can basically ignore the presence of archers. add a Valkyrie or two for a little bit more staying power and they will last a long time without much support. Paladins- especially with a little healer support- are absurdly tanky. They don't do a ton of reliable damage so back them with mages or dragons or something capable of bringing a lot of pain. Basically, their job is to get hit a lot and they do it better than Sentinels. Warbows are one of my favorite classes. You can pick up a tech that let's them Ambush- which doesn't *sound* especially useful, but it let's them attack enemy archers without reprisal at range. They make both defensive and offensive sieges a lot easier. They'll butcher gunners, cannoneers, and mages by the truckload with a little investment- not so great against heavy inf, of course, and you gotta watch out for knights, but that's a given. Zweihanders can shred light inf.... But so can Centurions. And Centurions are immune to cav shock and do bonus damage to cav units on top of hitting multiple enemies at once. They are also fairly tanky. Niether are great at killing heavy inf- one of the more common types of troops in the game- but at least centurions can reach in and touch the healers and mages in the middle row. I'll generally keep one or two squads just to serve as cav bait/cleanup. Templar heals are a *lot* stronger in and out of battle than a pally or a valkyrie. Worth having at least a couple in your army, and if you have a squad meant for area denial/tarpitting/ground holding they are a great addition. For someone who likes cannons as much as you do, I'm suprised that you don't value units that are good at holding chokepoints. The game has tons of them and bottling enemies up then shelling them to death with cannon teams or warbows is very effective. Heck, this kind of strat allows you to go whole hog on warbow teams- just nine warbows and nothing else. I haven't used Champions enough to judge them just yet. their reqs are kind of prohibitive and their stats don't look that impressive. cannons are great but I hate guns. Gunmen will get shredded by any decent bow enemy or thief, they don't do enough damage to kill the tankier enemies quickly (like paladins). You basically need to get to the end of two tech trees to make them truly good. Plus they use one of the rarest resource types to recruit- not worth it IMO. If I don't kill a team in one turn then I should at least thin their numbers- and guns are bad at that unless you go all in on them. Dragons are great in general. They are pretty much anti-everything. But also damn expensive and limiting, because they take two spaces. Sentinels.... Honestly, they suck. They are mid as meatshields and bad as damage dealers. can't recommend using them. They are easy to get, however, and so have some utility.
I think paladins are the ultimate defensive unit. They may not have the highest armor and they are weak to firearms, but they have magic resistance and can heal so they are best at tanking against most units.
@@snowsand-mq1yz The best thing about Sentinels is that they're dirt cheap. Paladins require the sunstone, which I'm pumping into templars and mages early on, or trading for materials for other units. So the sentinels will be doing all the tanking for me until I have spare resources.
Hard disagree on swordmaster. Got a squad of them, they were freaking awesome in ambush and even in general. They performed really well against all type of unit, specifically with wrecking a frontline. Their skill facilitate a lot the crit, helping with dealing a killing blow, and their dodge really upped their survivality. In the hardest difficulty setting, got a squad of them and they were one of my best one.
That turn order can't be current right? I'm sure I see my sword ladies (forget their name) definitely going before most of the other melee units. Or scouts going before other cavalry. but don't see them mentioned at the start
interesting list for sure. I like your idea for making archers mobile for hit and runs by adding horses instead of going for all war bows, which i used to do for the added range. I tend to disagree on a lot but you seem to have a very different playstyle than me. I definitely learned some stuff I can apply to my own game though, so thanks for the video. I do think you're sleeping on fire mages though, if you put the smite trait on them a single fire mage can delete an entire back or middle row. Pretty efficient for a single spot in your squad!
Assassin killing backline is actually detrimental for forcing surrenders. And even if we ignore that, they are useless against frontline so they basically only attack (with efficacity) once on offense and... None on defense. So far form being a S tiers. I go for ranger if i want sneaky killers. They are far more efficients, bulkier and cheaper on ressources (two obsidians for an assassin ? No thanks) Walkyries are way overated. Their physical tanking is on the lower side. Their healing is on the lower side. Their damage is on the lower side. In fact, Walkyries are doing too much for their own good and end up outclassed on pretty much everything they do by a better unit. And they need a horse which make them even less appealing since horses are an absolute necessity for raiders and knights. If magical tanking is really that much needed, go for paladin.
I don't think that Guardian is a unit name, did you mean Sentinel? Like I said in the video tho, every units are very good. I guess I justified more for the units I used the most and why. In my last playthrough, I did not have a single Sentinel. I guess I might just be a more "offensive" than "defensive" player.
@@BenJenCo you can use a setup with 1-3 sentinels 2 healers and a a few more durable units and give them the counter attack goes before the attacker reliq and causious stance and make them tank the gunpowder units during the 13 mission when your base get overrun by rifles and cannons. 2 squads properly setup with sentinels or other take reduced gunpowder damage can tank that whole misson even on hard. killing even the almost 15 squad reinforcement after you get rid of the first wave. sweihander infantery with decent skill and disarm scroll skill can disarm entire rows making them unable to attack at all. works even better if you once again have the counter attacks first reliq. There are many tricks you can pull in SoW and gun squads are something I usually nuke with dragons or mages as they have 0 magic stat so they take a shitton of damage. samraj are something I usually put as frontline guards in archer squads as they get the spear bonus AND can work as 2 range archers.
@@BenJenCo there are ways to make what you think is a bad unit into a good one if you team them up right. i think thats the problem here. give beatrix a front line of sentinels and the artifact of sin credo and her troop is now a beast. sentinels dont do much damage so losing 25% damage means nothing but giving her a extra attack really powers her up and since she wont have a full 9 person squad you are making the one person worth while better. its all about how you use them. on a one on one you might have a point but this isnt a one on one.
I think to be fair, you should also consider the cost and availability of the units. A cheap effective unit is still better than an expensive effective unit. That mean, I will rank Knight higher than firearm since Knight is easier to mass product and perform well against many enemies.
wow. Sentinel is C tier. It blocks fire arms. For me Valkyrie are useless. I just need 5 horses in 9 units. I will take Templar instead. Swordmasters can hit really hard. Your tier lists are very diff/. I put 2x Samurai as tank in my Raiders group. For me, Fire mage is stronger than others.
i felt this way too, like the champion felt much better than shield boi. however after reading forums the sentinal is much better late game due to the amount of firearms
Cool list. Made my own from warlord PD also : S: Dragons, Cannons A: Mage, Knight, Dragoon/Gunner, Ranger, Valkyrie, Templar B: Paladin, Hassar, Sentinel, Swordmaster, Champion, Raider, Warbow, Assassin, Zweihander C: Sorceress, Centurion, Samurai The notable differences are Assassin & Templar. I don't use Assassin at all because they eat 2 obsidian, have no health, and feel gimmicky compared to the more flexible phased Ranger (which you were selling me on even more after the mention of -25% armor crossbow). I use the templar in every enemy phase squad, 2 with Diana. Staying topped off is great, and archers turn into free healing machines. Also don't forget that Templar gives the rest of the squad the +3 weapon damage whereas the other 2 Tier 3 medic unit types are likely already in the squad.
This was a extremely helpful video. Thank you for making this to help players like me and thank you for sending me the link when I ask in your other video, very kind to take the time to help me. Big thumbs up.
yes, a lot! You can change affinity and the stats gets changed retroactively. Basically, earth ++hp, fire +str, water +mag, lighting + agi, light +leadership, dark ++str ++mag
Thanks for the comment. I highly doubt that I am misunderstanding a lot of units. I cleared the last battle in two turns on Warlord/Perma so I must be doing something right. Nonetheless, I will make a note of it and maybe take some time to watch Phil's tier list.
@@smugdarkly because it gives you the upgrade that reduces the cost of iron and obsidian that it takes you to upgrade units. You get all iron and obsidian refunded even from the units youve already upgraded.