I have had success with milkman actually especially at level 3 as it gives a shield in addition to the buff. and if you invested in milkman in early levels, then get a really strong unit later, you have the milkman immediately applying to the higher tier unit which can be better than getting (and leveling up) one of the earlier units like the spear guy or the viking which become underwhelming later on their own.
derelbenkoenig
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I think that's because bakers don't attack at all if they're not in the front, and when they do have an enemy unit right in front of them they only do 1 damage as a sort of last ditch effort since they aren't trained combatants. After all, the unit description says they do their healing "instead of attacking"
I've been noticing people often seem to put the card thrower in the third slot back, which punishes you for putting a chef there. I actually like a card thrower in slot 2 (from the front) since that makes it less likely to have the card thrower end up without a target for a few turns, and ideally the enemy put a tanky unit in front and you can eliminate the rest of them before having to finish that guy off.
I seem to have had most success (still not actually making it to 10 wins the majority of the time, but more success) by putting all my eggs in one basket; like one strong unit in the front getting buffed by priest/clerics + bards. Good options for the strong front unit seem to be the piercer (upgraded from spear guy -> hoplite) who hits the front 3 units for full damage; or the hiker upgrade (since auto equipping a bunch of equipment just makes it buff itself even more on top of your other units buffing it). The upgraded forms of Recruit and Paladin seem like they should also work but underperform as far as I can tell.
Regarding bards, people seem to favor going for the tamboriner route since that one not only buffs all your units but also has a range of 5 so it helps eliminate units itself.
There are units that hit multiple enemies but only one of the targets takes full damage and the rest only take a fixed amount, like poisoner, and that seems unfortunately pretty weak (though if a unit has "blessing" like from a paladin variant then it only takes one extra little hit, even only one damage, to get through that).
I feel like I'm not really very good at the game so I'm probably overlooking a lot and doing things unoptimally but those are some patterns I think I've observed
Nice game! Very relaxing and satisfying. One thing is confusing me: the carriers will only pick up stone from the harbor right next to the road, and I've built more harbors that are just full of stone while the carriers have to wait for it to show up at the right harbor. Is there a way to force the ships to move the stone from those other harbors?
To test, I just deleted all my laser guns so nothing (as far as I can tell) would be removing the shield. As expected, the spikes still did damage through it, but I also did see a gunshot be able to kill at least one Rockster that was not on the spikes. So it must be that some portion of damage still goes through the shield.
Also, the descriptions state that the spikes, specifically, ignore shields, which would imply that the gunshot doesn't since it doesn't say they do, but are there any exceptions to that?
I mean, just, how does shield work in general? Does it block 100% of damage from turrets until the shield is destroyed, or does it only partially block damage?