Mechanical Units

Fantasy General II - Invasion is the reimagination of the strategy game classic from the 90s!

Armies once again draw battle-lines on the war-torn land of Keldonia, and a new generation of commanders will test their bravery and tactics against each other. Fantasy wargaming is back!
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Horst
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1927
Joined: Mon Feb 18, 2013 1:22 pm

Mechanical Units

Post by Horst »

I returned to the game after a break to play on with Onslaught & Co.
I'm impressed how well the game has developed so far in only one year. My wishes, like faster flyers and merchants, became even true - thank you! :D

To get into the game again and be prepared for Empire Aflame, I chose Filos to start with the Curse and will most likely also play him for Onslaught-Amulet afterwards.
While I try to form similar battlegroups like with the barbarians, I don't know how well the mechanical units are in the long run if you can't repair them. Or can you still repair them between scenarios? Otherwise, I'm afraid they don't survive long enough to justify spending so many resource to upgrade them to something like the melee-golems which I had to demolish so often during Invasion in the end. Taurus for AoE or rather Scorpion for hero-sniping? Yeah, playing other characters/factions is definitely something else what gives this game a good change to be played.

PS: Ah, I found the answer in the steam forum that mechanical units are completely repaired between scenarios. That's already good to know. Maybe this info could be added to the trait text.
I still wonder how well Imperial Golems handle all that damage during scenarios. Maybe someone has experience playing with these?

Btw, is there no hotkey to skip units? That "Instant Skip" by space-key isn't working for "Skip Unit". I'm used to go through all units and put them in sleep-mode if not need during the turn, all done by (extra) mouse button clicks.
What i also find annoying is that the game still reacts to typing if the game is not in focus in (maximized) windowed-mode. I often like to make notes in Excel but the game often does funny things like processing turns in the background while I type something, like noting unit stats to my sheet.
Horst
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1927
Joined: Mon Feb 18, 2013 1:22 pm

Re: Mechanical Units

Post by Horst »

The Scorpio Arbalest is definitely better than the Taurus Catapult. Heroes, low-member units like trolls/animals/dragons and also heavily armoured charge-units, enemy mechanical units, and importantely all the many flyers often pose a much higher threat compared to typical high-member squad units what other Empire units can also deal with fine enough.
OBG_primetide
Owned by Gravity
Owned by Gravity
Posts: 364
Joined: Fri Apr 05, 2019 8:46 am

Re: Mechanical Units

Post by OBG_primetide »

Glad you approve of your changes :)
Re Shortcut -you can set a shortcut in the game menu under options/control I think.
As for mechanical units - they all have their use, depending on enemies. If you get swarmed by Lizards or Undead, the catapult will be very very useful :)
Making Fantasy General 2
Horst
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1927
Joined: Mon Feb 18, 2013 1:22 pm

Re: Mechanical Units

Post by Horst »

I'm currently using two pairs of Taurus and Scorpio in Onslaught. It really depends on scenarios which one is more useful here and there, that's why better keeping a mix. Especially debuffing a little army with Horn of Doom ahead is truly a devastating combo with the Taurus Catapult afterwards. Total damage in the hundreds! :twisted:

Hotkeys: as I mentioned, "Instant Skip" is not working like "Skip Unit". I don't see anything else what would hotkey this function.
Dunno why, but the game tends to forget my mouse button 4 & 5 settings all the time.
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