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WG-Chronos



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PostSubject: General Unit Notes   Tue Jul 27, 2010 9:49 pm

I was just going through some of my old stuff from my days in WG and UA (I am a pack rat. Never know what I may find. Smile ) and I stumbled across some unit comparisons and tips that Vermathrax and DANG did. Thought I'd share them with you. Posting them here, cause it covers more than one side at a time. heh.

Aramon vs Taros

Total Annihilation: Kingdoms

Units test by:

CountVermathrax and LordDANG

These tests were done with units walking towards each other on attack mode

Executioner takes Swordsman
Horseman takes Black Knight
Executioner almost even with Horseman (but Horseman does win)
Skeleton Archer takes Archer
Black Knight takes Archer
Dark Hand takes Barbarian (barely)
Blade Demon takes Barbarian
Blade Demon takes Titan
Blade Demon takes Knight
Blade Demon just takes. lol
Dark Priest resurrected Ghoul takes knight.
Fire Mage center spell is much longer range than the firedemon and is tracking also
Killing three FallenAngels will give a Dragon the wave spell
Ten FallenAngel kills will give a Dragon the Gold Shield
BlackKnights almost never miss a bird and get a Gold Shield very fast
DarkHand resurrects corpses into liches and can clean trees and rocks out of the way
DarkPriest resurrects corpses into ghouls
Skeleton Archers hit Crusaders real well
KamakizieRats lose personal mana while standing cloaked, assasins do not.

Aramon vs Veruna

Total Annihilation: Kingdoms

Units Test by:

CountVermathrax and LordDANG

These tests were done with units walking towards each other on attack mode

Swordsman takes Warrior
Crossbowman takes Archer
Aramons Catapults win
Horseman takes Mer Warrior
Mer Warrior takes Swordsman
Barbarian takes Berzerker
Centar takes Mage Archer (Big Time!)
Knight takes Musketeer (Big Time!)
Titan takes Crusader
Cannoneer takes Amazon Knight (Big Time!)
Dirigible takes Assasin
Rolling Tower takes Ballista (Big Time!)
Cannoneer takes Ballista (Big Time!)
Ballista takes Grenadier
Alcolyte heals tremendously quick (mana permitting) in a 2" area around him.
Priest of Lihr about the same healing, but only about 1" area around him.
Repair Skiff has healing area similar to the Priest of Lihr, not as quick to heal.
Man of War takes War Galley
One Dirigible will take out a watch tower. have it hover directly overhead
Use Grenadiers on stun like a mini lighthouse
Rolling Towers can carry up to four man sized units
Veruna can have an Uber Defense also. Priest of Lihr behind gates
Use Priest of Lihr standing on water by Treb ships

Aramon vs Zhon

Total Annihilation: Kingdoms

Units test by:

CountVermathrax and LordDANG

These tests were done with units walking towards each other on attack mode

Troll takes Swordsman
Hunter takes Archer
Swamp Beast takes Horseman
Swamp Beast takes Barbarian
Mage Archers can miss with Tracking Arrow (but do hit almost all of the time)
Orc takes Titan (Big Time!)
Assasins on Cloak do good against Orc Drops as do Acolytes set on stone
Knight about even with Spirit Wolf
Rolling Tower takes Stone Giant (but not worth it)
Harpies turn Rolling Towers easy
SpiritWolves resurrect corpses into risen wolves and can clean up trees and rocks

Taros vs Veruna

Total Annihilation: Kingdoms

Units test by:

CountVermathrax and LordDANG

These tests were done with units walking towards each other on attack mode

Warrior takes 2 Zombies
Executioner hits more than one opponent at a time
Don't group Ghost Ships
2 Liches took 5 Mer Warriors 1vs1 Mer Warrior wins
Blade Demon hits more than one opponent at a time
Crusader takes Dark Hand
Dark Hand hits more than one opponent at a time
Berzerkers kill DarkHands really well
Use a Ghost Ship for an early executioner drop
Priest of Lihr can run out of personal mana but it takes a long time
Piller of light needs to be real close to what you want it to heal

Taros vs Zhon

Total Annihilation: Kingdoms

Units test by:

CountVermathrax and LordDANG

These tests were done with units walking towards each other on attack mode

BladeDemon takes SwampBeast. Swamp good for the mana.
Zombie takes Goblin
Risen Wolf takes Lich
Rictus takes Basalisk (Basalisk cannot attack Rictus)
Orm takes Dark Hand (1 bite)
Griffin takes Sky Knight
Taros Dragon takes Zhon Dragon
Weather Witch takes Wisp
Harpy takes Mind Mage
Goblin great against Catapult
Good defense against a orc drop is a MindMage on Area Mind Control. use bits of wall to keep them stationary for offensive setting. remember they will try to wave a bird too.
Rictus can cross water and some areas other units can't
SpiritWolves kill the undead really well. better thank you think

Zhon vs Veruna

Total Annihilation: Kingdoms

Units test by:

CountVermathrax and LordDANG

These tests were done with units walking towards each other on attack mode

Warrior takes Goblin
Troll takes Warrior
Troll takes Mer Warrior
Spirit Wolf and Crusader almost even (wolf much faster)
Spirit Wolf takes Berzerker
Spirit Wolf takes Amazon Knight
Amazon Knight works great against slower ground units (like Orm, they run away while firing and do damage, but don't get hit much themselves)
Crusader takes out GROUPS of hunters (like 12 or more)
Crusader and Swamp Beast about even
Centars and Berzerkers arrive across map at about the same time (good grouping and speed)
Watch tower kills Wisp easily
Giant Orm takes Ballista
Giant Orm kills mana stone in one bite, Divine Mana in 2 bites, enclave in 9 bites and a single piece of wall in 2 bites!
Giant Orm takes Crusader
Gryphons hit tall stationary units very well
Krakens hit birds very well
Gryphons hit flying units very good


Roc will carry:
1 Orm + 1 Basalisk + 4 Orcs
4 Orms
8 Orcs

Barracudas kill Merwarriors very well
IMPORTANT
Shamens have a armour and offense aura. really helps more than you think. Titans give an Armour bonus but THE only unit in the game that gives an offense hit bonus is the Shamen!!!

A SacredFire on the ground will heal something on a berm, like a totem, if it is on the left side of a berm or top side only. and it has to be right against the berm to work.

If you have one bat guard a totem , you will increase its line of sight. Even if it is on a berm.

A Totem, StoneGiant, SacredFire and Shamen defense is hard to beat. Have the Shamen enclosed and on patrol. then he can even heal the SacredFire.

Use a group of bats just before your Orc drop to get ballistic units firing at them instead of your Rocs

A LightHouse can be put in small spots on rocky cliffs. You need less room for a LightHouse than even an Totem.

Priestess will build mana and other things in unacessable places (like the tops of cliffs or berms) better than the mon can.


Last edited by WG-Chronos on Fri Jul 30, 2010 1:56 pm; edited 1 time in total
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PostSubject: Re: General Unit Notes   Tue Jul 27, 2010 9:56 pm

Great post.

Quote :
Blade Demon takes Barbarian
Blade Demon takes Titan
Blade Demon takes Knight
Blade Demon just takes. lol

I couldn't have said it better.

Also, the Ghouls that the priests ressurrect can kill knights 1v1 with 15-20% health left. Put that in your book as most underrated and underused unit.
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PostSubject: Re: General Unit Notes   Thu Jul 29, 2010 2:07 pm

Giant Orm destroys Divine Lodestone in 1 bite, not 2.

Grpyhons kill dragons/Thirsha very well.

Using Thirsha to wave 10 hunters, use 1 spirit wolf to create 10 risen wolves is smart idea.
(Risen wolf is better than hunter, and cheaper)
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PostSubject: Re: General Unit Notes   Thu Jul 29, 2010 3:28 pm

Oh you've just picked me to the post, I've just been filming some epic tests with units, mostly to test fraps but I'm going to upload them, some are quite surprising...

Some of those results are really informative, I always underated the merwarrior in fighting, and i'm surprised how strong the executioner is. Is this crusades balance btw?

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PostSubject: Re: General Unit Notes   Thu Jul 29, 2010 3:49 pm

That much I'm honestly not sure. We'd have to get ahold of Verm and/or DANG to find that out...
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PostSubject: Re: General Unit Notes   Thu Jul 29, 2010 4:19 pm

Yes, it's CB. The exe is the best T1 unit pount for pound. The blade demon and knight are tied pound for pound. There are several other unit comparisons that you can make but it's hardly appropriate without a situation.
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PostSubject: Re: General Unit Notes   Mon May 09, 2011 8:51 pm



Last edited by on Thu Sep 08, 2011 2:30 am; edited 1 time in total
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PostSubject: Re: General Unit Notes   Tue May 10, 2011 4:30 pm

it will help a lot
it really makes a difference
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PostSubject: Re: General Unit Notes   Mon Jan 13, 2014 7:45 pm

For better unit stats viewing check this (especially MalinOMW's last post): http://www.tauniverse.com/forum/showthread.php?t=43628

This area still lacks a bit more publicly though.

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