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However, this doesn't help since you want each unit to be good at its intended job. Therefore, you need to identify each unit's primary skill. For example, an archer or longbow unit will have range as its primary skill, even though melee and range are required for the unit. The reason for this choice is because an archer unit is useless unless it is firing. The range skill needs to be high for this unit or it will not be very helpful. As a principle, be sure to have a unit's prime skill as three to four times the amount of its melee skill (which is used for all units). If you are forced to choose between increasing a unit's primary skill or its melee skill, opt for the primary skill once the melee skill is sufficient to allow the unit to survive brief contact with enemies of equal or slightly greater melee skill. Usually, a melee skill of 5 or 6 is enough in KUFH (as opposed to melee 10 in The Crusaders). For the most part, your core infantry needs to be around to screen your non-infantry units from harm. That's what they're being paid for anyway. Unit Name - Prime Skill(s) Archers and Longbowmen - Range Cavalry and Riders - Frontal and Riding to 8 or 9 Infantry and Knights - Melee Mortars - Gunpowder (2 times Range) and Range Officers in your core unit - Magic skill to 25 or skill officer uses most Spear and Axemen - Melee (1.5 times Frontal) and Frontal Sappers - Teamwork (2 times Melee) and Melee Scorpions, Mammoth, Dirigibles - Taming. Melee (1/2 of Taming) for Scorpions
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