Castle units, continued Swordsman/Crusader The crusader is unequivocally the best fourth-level unit. It has great stats that put it at the top of the fourth-level pile, but its two strikes is what makes it such a formidable opponent that can tackle even tougher creatures like the fifth-level minotaur and the sixth-level wyvern. The swordsman is a good unit, but only marginally better than the royal griffin. You should upgrade your swordsmen to crusaders after the archer and griffin. This upgrade gives you the strongest melee force in the mid game. Casting haste on these units is very useful, and casting a counterstrike spell on them, which gives them multiple retaliations, makes them insanely strong. As unbalanced as it seems, adding the crusader to your already strong castle force will give you perhaps the strongest force in the game, vulnerable to only the dungeon town's powerful ranged troops. Monk/Zealot The monk is another powerful addition to the castle town and gives the castle force another ranged unit. Its weaknesses are low hit points and slow speed, but it is cheap compared to other fourth-level units. If you are only concerned with the monk's attack strength, consider that the upgraded zealot gains nothing in the way of better attack or damage. However, it is faster, has a better defense, and doesn't have the ranged units' penalty when attacking in melee. The monk only attacks at half strength when engaged in hand-to-hand combat, but the zealot attacks at full strength. Alone, the monk and zealot aren't as powerful as other fifth-level troops because fast troops like the thunderbird and master genie can cross the distance of the map in two turns and kill them. However, if combined with crusaders and royal griffins, they become a powerful force to be reckoned with. And their cheap cost will allow you to recruit a lot to support your armies.
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