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unmerged(664538)

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Feb 14, 2013
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  • Impire
I've noticed a trend in posts where people aren't using their squads to effectively receive bonuses. If your squad has all different unit types, the squad will receive 1 bonus (based on which units are in the squad) per squad level.

For example, a squad with an overseer, priest, champion, and imp((?)<-- the guy you can always create that costs 5 food) will give you squad bonuses blur, berserk, and stun.

Blur: -10% accuracy to enemies squad members hit
Berserk: +10% damage after hitting an enemy
Stun: 5% chance on hit to stun enemies

Bonuses apply to everyone in a squad and can make a huge difference. There are also (in my opinion) useless bonuses out there too, such as a 1% chance to get 1 mushroom on hit, or very, very small bonuses to raids like +5 mushrooms on mushroom raids etc., but combinations like the one above are amazing.
 
Hm. And here I was thinking I was learning how to play.

What I mean was that when I started I used "balanced" squads. I quickly found this would lead to one big mess in a fight, where there could be no micro at all, and ranged always ended up in the moshpit.

So I have been enjoying a much more strategic games with 2 melee squads (containing an Overlord, 2 Champions and a Priest), and a ranged Squads of 3 Scouts and a Priest. I have to put a priest in every Squad as it seems to me as a Priest won't heal outside of his Squad (bad thing if this is the case).

So engage with the 2 melee Squads and then teleport Imp and ranged Squad in (Or walk in if that's fast enough), you'd actually get a fight where units are doing as you want them to. And then it's not what the devs intended it seems.
 
So I have been enjoying a much more strategic games with 2 melee squads (containing an Overlord, 2 Champions and a Priest), and a ranged Squads of 3 Scouts and a Priest. I have to put a priest in every Squad as it seems to me as a Priest won't heal outside of his Squad (bad thing if this is the case).

When I was first starting out I had lots of problems with my archers always getting killed. But using organized squads (everything appears to be labeled as either tank, damage dealer, or healer), and getting the bonuses, I've had no problems, even on Very Hard difficulty. The overseers always take aggro and never die unless I put them into an unreasonable fight, and the bonuses make a huge difference, especially stun.

I haven't found any squad combination yet where more than 1 of the same unit type will give any squad bonus.

Edit: There are other worthwhile bonuses, like fire: (5 damage per sec, nice against enemy protectors) But to get them I haven't found a combination where the other two bonuses are worthwhile.
 
Yeah, the squad system is a fail. Minions do not learn "squad stuff" as tutorial says, just jump into a mess. Even if you sen the saquad in attack they will first close in, no matter ranged or melee units inside, and only then - attack.
Unfortunately, i must say is game is only a nicely drawn wannabe DK.
 
Yeah, the squad system is a fail. Minions do not learn "squad stuff" as tutorial says, just jump into a mess. Even if you sen the saquad in attack they will first close in, no matter ranged or melee units inside, and only then - attack.
Unfortunately, i must say is game is only a nicely drawn wannabe DK.

Except that they do learn squad based abilities depending on which units are in the squad, which is explained the first post, and when I've been playing ranged has stayed in the back unless I chose to move the whole unit somewhere I shouldn't have.