In Pathfinder: Wrath of the Righteous, you will be able to manage your own crusader army. Armies in Pathfinder: Wrath of the Righteous is a crucial part of your adventure. You need to recruit different soldiers - Infantry, Archers, and Paladins and keep them paid. You need to maintain their morale, calculate their movement, and help them earn more experience to gain Army Power. Your dedication to army management decides whether you can successfully accomplish the crusade or not.

Your Mythic Path will also have a great influence on Crusade Army, depending on your actions and alignment, some allies might join or leave the Crusade, triggering various outcomes later in the game. Relationships with your companions, who are helping you by being your councilors in the Crusade, will be affected as well.

 

PATHFINDER: WOTR ARMY MANAGEMENT GUIDE & TIPS

 

Pathfinder WOTR Army Management Tips

  • You can turn on Crusade Auto Mode if you want to skip this part of the game. In this mode, the strategic management of the crusade is carried out without the player. The inclusion of this mode is irreversible, it will not entail changes in the plot and makes the defeat of the crusader armies impossible. (This may block some quests and god ascend ending)
  • When you are on Strategy map mode, your army legions and players' movement are independent. Meaning you can send one of your legions to attack a city, another to hold your campsite, while your character visiting the third region.
  • When you recruit new units, they will form a new legion, appearing at Kenabres. (At Drezen after you retake that city.)
  •  If a road is blocked by a hostile fort, your character cannot pass it before sending an army to defeat it.
  • Occasionally, your army will find treasures after a victory.
  • Buildings that boost Army Unit Power come in four kinds: Regional, Mercenary Units(Does not include units that can't be hired such as angels), Trained Units, and All Units under the control of a general. Lv1 forts have access to Regional boost buildings, Lv2 forts have access to an additional Regional as well as a few Trained Unit boost buildings, Lv3 and Drezen have access to all four.
  • Generals can control up to 7 units at one time with investment in Master of Maneuvers feats(Any general can reach the 7 control limit).
  • Some units have higher initiative than others, the assigned General can only take action on a friendly unit's turn.
  • Generals are divided into 3 types, Mage Generals(Direct Damage/Healing Focused), Hunter Generals(Traps and weak 0 energy cost Direct Damage), and Knight Generals(Formations Focused). Mage Generals scale well with levels.

 

Army Crusade Morale

Crusade morale affects recruitment growth, resource income, and morale of the crusader armies

  • Banner of Victories
    After defeating any demon army, the Banner of Victories will become green for 7 days, then yellow for 4 days, then red.
  • Banner of Conquest
    After capturing any demon fort, the Banner of Conquest will become green for 20 days, then yellow for 7 days, then red.
  • Banner of Defense
    As long as no crusader fort is under siege, the Banner of Defense is green. If any fort is under siege, the Banner of Defense turns yellow for 3 days, then red. As long as at least one crusader fort is captured by demons, the Banner of Defense remains red.

 

Pathfinder: WOTR Army Movement Points

Every legion of your army has a limited movement point (40 by default), which decides how far can they march. Each day, the movement points resets.

When you combine two different legions into one (Legions can be merged when they are at same location, but the units in a legion cant breach the unit cap), the merged legion will have the lower MP of the two. 

Army Morale

The morale of an army decides how eager they are to fight the enemies. When your units charge the enemy during combat, they will roll a d100 plus their current morale to determine how much additional damage they cause.

Estimated Army Power 

Each army, whether it belongs to the crusader faction or the demon faction, has an estimated army power score, this represents how powerful this army is. Generally speaking, you should avoid fighting an army with higher estimated army power than yours. Try to find another way to reach your destination.

Certain types of enemies may be more deadly than the Estimated Army Power shows. For example, gargoyles blocking the path to Reliable Redoubt has an estimated army power of 4. But they are flying units and your troops only do limited damage to them without the anti-air upgrade, so be careful when fighting armies of special units.

If your army power is higher than the power rating of the army it is facing, you may get a "Let them retreat" option before the battle. This functions as an instant win option and produces the same outcome as winning the battle without expending any resources.

How to Recruit and Merge Units in Pathfinder: WOTR

You can spend financies to recruit more units. Finances generates with time and can be purchased by gold or rewarded by complete crusader quests. (Defeat demon armies and take demonic fortress, etc.) Later, you can build buildings to increase your Finances.  

Your newly recruited army appears at Kenabres/Drezen. Move it to one of your other armies to merge them. (Press Shift and drag the units.)  Note though that an army can have no more than 3 units as such (of any type).  This limit can be increased with Generals (army leaders) that have or obtain certain feats. 

 

What are Generals (Army Leader) in Pathfinder: WOTR?

You can buy and assigned a leader to any of your legions (called Generals). Army Leaders earn experience after each victory won, and can unlock useful traits (feats) to strengthen the army. Army leaders can cast spells to hurt the enemy or raise the fallen.

Leader Skills

Quick Search of All Leader Skills 

Click on the header to sort the table.

Name

Effects

Leadership The morale of the army counts as 10 higher per rank during combat.
Pathfinding All units in the army get +1 to maneuver, and the army restores 10 more movement points every day. (Per Rank)
Traveler An army restores 10 additional movement points every day per level of this feat. (Per Rank)
Defensive Training All units in the army get a +1 bonus to defense. The army gets a +1 bonus to the situation roll during combat, significantly increasing a chance to take a more advantageous position. (Per Rank)
Intimidation All enemy units have their morale decreased by 10 per level of this specialization.
Offensive Training All units in the army get a +1 bonus to their attack per level of this specialization.
Bane Energy cost: 3
Effect: All units in the enemy army get a -1 penalty to their attack for (2 + 1/2 Power) rounds. Bane dispels bless.
Bless Energy cost: 3
Effect: All allied units gain a +1 bonus to their attack for (2 + 1/2 Power) rounds. Bless dispels Bane.
Cause Fear Energy cost: 3
Effect: Reduces target unit's morale by (20 + Power).
Cure Wounds Energy cost: 2
Effect: Restores (d8 [Power damage formula]) HP to the target unit. This can bring back dead creatures in the unit, but cannot target a destroyed unit.
Heroism Energy cost: 4
Effect: Target unit gains a +2 bonus to attack and restores (20 + 3×Power) morale
Shield of Faith Energy cost: 2
Effect: Target unit gains a +(2 + Power/6) bonus to AC for (2 + Power/2) rounds.

 

How Battles work in Pathfinder: WOTR

 

Pathfinder: WOTR Battle Mode

When your legion meets an army of hostile faction, the game will enter battle mode. (Heroes of Might and Magic style)

legion view pathfinder wrath of the righteous wiki guide

 

How to use units in Pathfinder: WOTR?

You can place your melee units in the first line, and the ranged units at the second line for better protection.  If you have numerous units, you can split them into several smaller troops, so they don't overkill weaker opponents.

legion place pathfinder wrath of the righteous wiki guide

 

 If you have high unit cap, you can split your cheapest melee unit into multiple 1 man troops. Use them as shields to protect the real valuable assets. You can also use these 1 man troops for hit & run tactics. Lure enemies into chasing your cheap cannon fodder, while your archers can have easy kills. (Most demon armies lack ranged units, the longer you stall them, the more damage your archer can deal.)

After the battle, some of your fallen units can be healed. (You can increase healing capabilities by Leader skills)

Important Note: Make sure you assign a leader to your main legion and learn the Cure Wounds ability as fast as possible for it can revive fallen units in the battle. Don't end the battle prematurely before you raised all your fallen units or used all the energies. Simply weaken the enemy to only a handful of units left, then chose to defend, revive all lost units. This way, you can defeat most demon army without losing a single unit.

 

Unit Description Type HP AC Attack Damage Movement Power Features and Abilities Misc Experience Trained Unit
Arcanists Arcanists are masters of arcane magic who combine their accumulated knowledge of the laws behind the art of spellcasting with the power granted by their innate gift.

Spellcasting Unit

                  Hardened Veterans (Regill)
Archers Ordinary folk armed with bows and arrows who are yet to learn that demon hunting is much harder than shooting down deer and pheasant. Ranged Unit           -       Base
Assassins Heartless and cynical masters of assassination, elite mercenaries who know how to sneak up to their victims and take their lives with a dagger or poison. Special Forces 158 20 29,29 47-50, 47-50  teleports -  Sneak Move, Poisoned Strike  +3 Weapons  220 Clerics (Greybor)
Astral Devas Wise messengers of heaven, bearing scrolls inscribed with celestial knowledge and divine truths. Only those most Pious can earn the right to gaze upon them. Spellcasting Unit, Flight, Grand Tier Unit, Mythic Unit 801 31 21/21 3-8   123 Banishment, Banishment- Summoned Enemy, Life Giver, Mark Of Heaven, Flight Electric/Fire Resist 10, Acid/Cold Immunity 1300  
Axe hunters These people used to hunt big game to feed their families - now they took up arms to defend them, Hunters are lightly armored, but heavily armed with throwing axes. Ranged Unit 100 13 19,19 18-23, 18-23   - All-Out Attack, Penalty in Close Combat   20 Archers (Ulbrig)
Bandits These outlaws are proficient in the intricate art of dirty tricks and ambushes. Their arrows know no difference between demons, careless merchants or lazy guards.  Ranged Unit 49 14 19/19  24-29   - Rapid Shot, Penalty in Close Combat   28 Archers (Wenduag)
Barbarians Savage and fierce warriors bred in the Kellid tradition. These masters of bloody combat fight to the last. Infantry Unit  53 13  21/16 11-22   - Foot Cavalry Charge +3 Weapon 30  
Bards By their very presence on the battlefield, bards disprove the idea that war is not a place for art. Their inspiring songs fill soldiers with new vigor. Spellcasting Unit 158 19 25  13-16   - Aura of Superiority, Aura of Caution, Aura of Onslaught, Aura of Protection Cold Iron Weapon 190 Clerics (Default)
Babaus Manic Abyssal Assassins who never give up on their prey. Even their wounds might prove more dangerous to their enemies than the demons themselves, for their blood is caustic like acid. Demon Unit, Infantry Unit, Mythic Unit 91 17

19/14, 14

8-15, 3-8

  - Extraplanar Subtype, Protective Slime Acid/Cold/Fire Resist 10, Poison/Electricity Immunity, Damage Reduction 3 40  
Bloodragers Warriors who have very special blood running through their veins. In the heat of battle, they can unleash its power, descending into a state of horrible blood rage. Grand Tier Unit, Infantry Unit  295 23 28 117-127   - Tempest Strike, All-Round Defense +4 Weapon 560 Hardened Veterans (Wenduag)
Champions These elite soldiers wear their heavy armor and carry their deadly blades with well-earned dignity. They can easily fend off even the most dangerous demons in close combat. Infantry Unit  23 10 15 15-25 3 - Critical Strike   13 Footmen (Seelah)
Church Guards These warriors are bound by their oaths to the church. They march into battle to the sound of grim religious hymns, striking fear into the hearts of enemies and inspiring allies.                      
Clerics Brave priests who seek to spread their faith through conviction, words, and in some cases, war. Their toughness and divine magic can save many soldiers' lives. Spellcasting Unit  97 17 10/5 2-7   5 Smite Evil, Lay on Hands-Others, Lay on Hands-Self   22 Base
Conscripts There is always a need for cheap and plentiful cannon fodder whose only purpose is to provide cover for more valuable war assets with their own bodies. Those who do not falter in the face of demonic onslaught might earn themselves promotion, but that is by no means guaranteed. Infantry Unit  75 16 6 4-9   - -   4 Footmen (default)
Convicts Convicted criminals and apprehended deserters who fight at their taskmaster's will instead of being compelled by the call of duty. They are as hard as nails and very dangerous, yet they have absolutely no desire to die for Mendev. Infantry Unit  24 9 6 3-9   - Terrifying Appearance   2 Footmen (Wenduag)
Cuirassiers Armored melee cavalry knights who have high defense and morale. They are the best the proper army has to offer. Armored Unit, Cavalry Unit  377 23  15 7-14   - Shieldwall, Battering Ram Attack  Damage Reduction 3 48 Mounted Scouts (Regill)
Dragonslayers Reckless daredevils who can single-handedly fight the most terrible monsters. They know the monsters' tricks, so they don't rush into close combat before they properly exhaust their foes with the help of projectiles shot from a distance. Grand Tier Unit, Ranged Unit  170  20 33 165-174   - Penalty in Close Combat, Monster Slayer +4 Weapon 500 Hardened Veterans (Greybor)
Druids   Spellcasting Unit                   Clerics (Ulbrig)
Duelists Agile and skilled fencers who prefer to rely on their honed skill rather than the weight of their armor. Infantry Unit  155 21  9 13-20   - Parry and Riposte   21  
Footmen The basic infantry makes up the bulk of any army in Avistan. Infantry Unit           -       Base
Golden Legionnaires Elite knights, defenders of Andoran's freedom. Their skills are undisputed, their loyalty to their comrades is absolute, and their impeccable reputation is as spotless as their glinting golden armor.  Armored Unit, Grand Tier Unit, Infantry Unit  614 22 27  14-21   - Taunt, Shield Wall +3 Weapon 432  
Hardened Veterans A single veteran is worth ten fresh recruits in battle. They have paid for their invaluable experience with copious amounts of shed blood.             -       Base
Headhunters These hired assassins earn their bread by tracking down and eliminating all kinds of sentient prey. They prefer not to waste their time on cannon fodder, instead focusing on enemy commanders, spellcasters, and other valuable soldiers. Ranged Unit  47 13 17 24-29   - Return Shooting   22 Archers (Greybor)
Hedge Knights None of these heavily armored horsemen hold any titles, but they surpass many actual noblemen when it comes to fighting prowess. Years of military campaigns have taught them to kill quickly and prudently and not to save gold on equipment. Cavalry Unit 151 19 21/16 10-21   - Critical Strike, Battering Ram Attack   30 Mounted Scouts (Greybor)
Hellknights The steadfast minds of these thoroughly trained and perfectly disciplined servants of order are impenetrable to any kind of demon temptation. Armored Unit, Cavalry Unit 159 17 21/16 5-12  5 - Shield Wall, Smite Chaos, Battering Ram Attack Mind Affecting/Compulsion/Charmed Immunity 43  
Honor Guards Magnificent guardians of the Mendevian throne, who descended from the best noble families and received an excellent military education. Their very presence on the battlefield inspires the army.  Grand Tier Unit, Special Forces  282 20  30 28-35   - Shield Wall, Heroic Gait +4 Weapon 520 Hardened Veterans (Default)
Houndmasters Houndmasters are accompanied by their loyal dogs, who lend their masters an extra pair of eyes, as well as their powerful jaws, as deadly as any other weapon on the battlefield. Infantry Unit 45 17 8 4-9   - Summon Animal (Hound) Summon is a standard action. 5 Footmen (Ulbrig)
Inquisitors Warriors who have dedicated their lives to serving their deity. They are proficient at dealing with sorcerers and other masters of arcane and divine magic.                      
Kalavakuses The footsteps of these huge demons sounds like the advance of the abyss itself. They are born from the souls of slavers, and their craving to enslave knows no limits. Armored Unit, Demon Unit, Infantry Unit, Mythic Unit 293 20 19/19 7-12  teleports - Enslave Soul, Shield Wall, Teleport, Battering Ram Attack Acid/Cold/Fire Resist 10, Poison/Electricity Immunity 130  
Knights of Ozem Warriors of a legendary order dedicated to the goddess Iomedae. Breaking away from their vigil over the Whispering Tyrant's prison, they came to the aid of their brothers and sisters in Mendev in repelling the attack on Golarion. Spellcasting Unit, Cavalry Unit, Grand Tier Unit 634 29 20/15 18-25   47 Cure Serious Wounds, Guardians of Life, Slayer of the Undead, Battering Ram Attack   370 Hardened Veterans (Seelah)
Light Cavalry Lightly armored horsemen who trade heavy weaponry for lightning-fast speed. Cavalry Unit  81 16  14/9  5-12   - Battering Ram Attack Cold Iron Weapon 17 Mounted Scouts (Default)
Marksmen Exceptional archers who can pierce a target's heart through the smallest slit in their armor. Ranged Unit  22 12 24 29-36   - Precise Shot, Penalty in Close Combat   20 Archers (Regill)
Mendevian Cavaliers Brilliant cavalrymen and worthy bearers of noble knightly traditions of fair combat. Cavalry Unit, Grand Tier Unit 272 23 24/19 34-41   - Challenge, Battering Ram Attack +3 Weapon 350  
Mongrel Sharpshooters These sure-handed sharpshooters are able to hit the target even in complete darkness. They hone their skills by hunting the horrific creatures of the caves. Ranged Unit           -        
Monks Martial arts masters who have hardened themselves physically and spiritually with all kinds of trials. They need no weapons other than their own bodies. Infantry Unit 611 26  19 20-22   - Shield Wall Damage Reduction 3 126 Clerics (Regill)
Mounted Scouts Mounted scouts can both warn the army about the approaching enemy force beforehand and support their allies in combat with swift flanking attacks. Cavalry Unit           -       Base
Movanic Devas The voices of these magestic angels inspire nearby soldiers, filling their hearts with faith and courage. Flight, Infantry Unit, Mythic Unit 161 20 17 11-18 + 1-6(fire)   23 Lay on Hands-Others, Lay on Hands-Self, Flight, Smite Evil Death/Acid/Cold/Electricity/Fire Immunity 80  
Paladins These knights pledged their allegiance to the gods and have been blessed with special powers to smite evil and protect themselves from the enemy evil tricks. Spellcasting Unit, Cavalry Unit  91 18 21/15 15-22   18 Lay on Hands-Others, Lay on Hands-Self, Smite Evil, Battering Ram Attack   54 Mounted Scouts (Seelah)
Raiders These rugged nomads of the steppes draw their first and last breath in the saddle. Harsh living conditions and endless battles with neighboring tribes have honed their fighting skills to perfection and taught them not to leave any valuable loot behind. Cavalry Unit  169  21  15/10  16-21   - Spoil, Battering Ram Attack   21 Mounted Scouts (Wenduag
Rangers These seasoned wanderers are equally good at long-range and close-quarter combat. Ranged Unit  82 16 16 13-20   - Favored Enemy- Demons, Skillful Repulse   16 Archers (Seelah)
Rogues Cunning and lightly armed soldiers who prefer the underhand tactics of rear attacks to charging the enemy head-on. Special Forces  43 15 17,17 11-16, 11-16   -     20  
Shield Bearers Solid armor and huge shields help these soldiers to stop incoming enemies and to hold their ground while their comrades-in-arms flank the opposing forces and destroy them with well-aimed shots. Armored Unit, Infantry Unit 161 17 7 3-8 2 - Shield Wall Damage Reduction 1 8 Footmen (Regill)
Shifters A shifter combines druidic shapeshifting magic with martial proficiency to become an animalistic master of the wilderness. Grand Tier Unit, Infantry Unit, Mythic Unit 612 25 31,31 50-55   - Major Form (Tiger), Major Form (Wolverine), Major Form (Boar) Shifting is a standard action. 620 Hardened Veterans (Ulbrig)
Signifiers These Hellknights specialize in arcane or divine magic. Their natural abilities, outstanding training, and ironclad discipline yield fascinating results. Armored Unit, Spell Casting Unit, Grand Tier Unit 259 14 35 26-29   75 Greater Fireball, Magic Missile, Shield Wall   300  
Silver Dragons Of their kin, silver dragons are the most implacable fighters against evil. Strictly following their vows and codes of honor, they often devote their lives to war against darkness, instilling terror in evil creatures by their very appearance. Large Unit, Flight, Grand Tier Unit, Special Forces, Mythic Unit 924 34 28, 28/28. 23/23, 23 12-17, 7-10, 2-5, 2-7   36 Cold Breath, Thunder Tread, Blow Through, Flight Damage Reduction 3, Cold/ Combat Maneuver: Trip/Sleep/Paralyzed/Prone Immunity 1000  
Sisters of the Golden Erinyes Female monks from Isger who worship Asmodeus. All of them were orphaned during the wars with goblins and raised in a convent. Their fighting style, known as Hamatulatsu, is inspired by the tactics of the barbed devils, guardians of Hell.  Grand Tier Unit, Infantry Unit  592 26 24  33-35   - Shield Wall Damage Reduction 3, Poison Immunity, Disease Immuity 230  
Slingers These badly trained slingers are large in number and bombard the enemy lines with hail of stones. They are easy to recruit in large quantities and do not require any expensive training, which evens out any losses due to their lack of discipline. Ranged Unit  21 10 12 9-16   -  Armor Penetration     Archers (Default)
Sorcerers Spellcasters who compensate for their lack of proper magical education with exceptional natural abilities. Spellcasting Unit  22  10 21 15-20 2 20 Magic Missile   23  
Spearmen The long and firm spears of these warriors can fend off even the largest of monsters. A phalanx of spearmen lined up for battle is not an easy target. Infantry Unit  42 14 11 7-14 3 - Strong Spears   9 Footmen (Greybor)
Warpriests Clerics who dedicated their lives to military service and who are as much soldiers as they are priests. They can perform their duties within regular military units or serve as the militant wing of the church. Spellcasting Unit  179 20 23 26-31 2 26 Cure Moderate Wounds, Dispel, Aura of Courage +3 Weapon, Fear Immunity  150 Clerics (Seelah)
Witches Spellcasters who draw their power from pacts signed with beings from beyond. Their horrible curses sow dread in many hearts. Spellcasting Unit  80 16 29 15-20   - Agony, Dispel, Infected Wounds, Misfortune   205 Clerics (Wenduag)
Wizards Wizards can weave all kinds of magical spells. However they can't offer much resistance in close combat, so they prefer to keep their distance from the front lines of any battle. Spellcasting Unit 41 13 21 19-24   45 Magic Missile, Lightning Bolt, Dispel, Dimension Door   36  
Wolf Riders The halflings of the Verduran forest are a savage people, accustomed to fighting for their lives against the paranormal monsters. They rush into battle mounted on wolves whose jaws are as deadly as the riders' blades. Cavalry Unit 195 25 13,12 9-14, 8-11   - Battering Ram Attack +3 Weapon (in main-hand) 38 Mounted Scouts (Ulbrig)
Zagelforntz's Giants The crusaders who drank Zagelforntz's experimental potion of giantism were turned into giants. Their strength grew, but their intellect could not keep up with the changes in their body. Large Unit, Ranged Unit, Mythic Unit 414 25 19/14 17-26   - Rock Throw, Ash Leprosy   350  

 

 

 




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    • Anonymous

      Took me way too long to see that hovering over the purple choice effects opens tooltips that show what the results will be. Had a meeting where I could choose between four options and the two most attractive options were recruiting paladins & clerics into the army or bringing in younger troops. I assumed this would upgrade my scouts to paladins or give a boost to recruitment but I luckily checked the tooltips. Recruiting paladins actually just increases infirmary by 10% but recruiting younger troops would permanently increase army size by one(!).

      • Anonymous

        I'm in act 3 now, and there have been a lot of updates at the time of writing, but crusade mode is not fun. you can disable it, but then you miss out on a lot of stuff for the main campaign. not to mention, this is a game purpose built for the kind of neurotic completionists that will be driven insane by leaving half of the game untouched.

        you have to have to reach a critical mass of a single unit before they are even slightly useful (~100-1000 units depending on unit 'strength'). each week of in game time you can recruit ~5-50 of each unit (once again depending on unit strength). you will get many one-off events which give you a handful of various types of units, but never enough that you can make a viable army from them. it's just a sample of the units which you can later upgrade your own fortresses to produce. the default 3-unit limit for an army without a general means that I've got ~7 armies floating around with completely worthless units.

        despite the tedium of building halfway competent armies, enemies can wipe out 100-400 of your units in a single attack. if the enemy has aoe, they can literally destroy a whole army it took months of in game time to build in the first turn of combat before you even get a chance to act. Also, enemies will often inflict status effects which prevent your units from acting at all, meaning that you are effectively stun-locked as they whittle down your forces over 300+ turns. This is true even for armies with a high-level general, as there are only a handful of commander skills which provide any impact to unit resilience or initiative.

        On top of all of this, there are a finite number of enemy armies in the early game, so if you've been barely scraping by with a poorly specced general, you will hit a wall where you can no longer save scum to defeat high level enemies, but there are no remaining low level enemies to grind up a new general with a different spec. it's not like you can reload to an earlier save point either, because you won't realize how completely screwed you are until it's 10+ hours too late to fix it.

        There is no strategy here. the only way to win is to cheese.

        get a general with scorching ray, then build the most defensive army possible. high ac, high hp. ignore unit damage. ignore buff spells. you can cast 1 spell per turn, so your army just has to survive long enough for your general to nuke down the enemy. just try to keep losses below what the infirmary can replenish, and wait long enough for you energy to recover between battles.

        as you level up your general, focus on increasing Power (the star), +% XP, +energy recovery, and spells with different element types (some enemies are immune to fire), and heal. in combat, keep all your units clustered in a corner, and just defend every turn. use your spells to nuke the enemies. if you build a vertical wall with your units, the enemies will line up next to them and you can aoe them every turn. if you've got the master of maneuver, which adds units to your formation, you can start mixing in ranged units, but if the enemy has a caster or any ranged, they'll one-shot your damage dealers in the first turn. every time. keep a reserve army near your main, and swap out ranged if the enemy has ranged or a general that can cast damage spells.

        you will have the opportunity to upgrade your base units as you increase your stats, issue research decrees, advance mythic path, and build new buildings. any researched upgrades will be applied to all your existing units, so if you upgrade footmen to shield bearers, then all the footmen you've already recruited will be upgraded to shield bearers as well.

        many of the decrees you will choose from can be issued repeatedly, so be careful in the selection. if it's not something you want to keep on cooldown, then it's just going to sit idle in your available decrees.

        i don't think the generals are randomly generated. i've got silverhill (worthless), and two casters. chief ageboya is my primary and setusna shy is my secondary. tried finding a third caster with firebolt, but it's just the same set of generals with the same starting abilities. it would be useful to see the skill tree for each general, if they are not randomized.

        hopefully they fix crusade, but it will likely be to late for me. the game as a whole is entertaining, but crusade is just too much of a slog to even consider replaying.

        • Anonymous

          How do you use the call to arms feature in act 5? I keep trying and it just tells me "unavailable" despite never using it before.

          • Anonymous

            I found the Special Forces leader ability which buffs "special purpose units". What are special purpose units?

            • Anonymous

              i wished they would have done this part of the game differently, I wouldn't not have minded battles emulate the first major fight in game at the inn (non spoiler). The might and magic style seems...out of place.

              • Anonymous

                If your banners are green then morale increases by a bit every day, how banners work is explained in the tutorial. On the map screen in army mode, there's a button next to the army name (on the map not in the bottom left) that looks like two arrows pointing left+right, pressing it allows you to swap units between armies (the button is only there if the armies are on the same tile). Armies regain movement points every day. The day begins at midnight, giving you your daily resources, restoring movement points, regenning some of your general's lost energy.

                • Anonymous

                  It also doesn't explain how to get your morale back up--- you'd think winning fights would mean high morale but apparently not...

                  • Anonymous

                    i understand like none of this system. i dont know how to add soldiers to the specific army i want, then just dont have enough people at all to fight any enemy

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