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Zatikon
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Commanders

-Captain
-Conspirator
-Diplomat
-General
-Quartermaster
-Sergeant
-Strategist
-Sycophant
-Tactician

Commanders are your main support troops, their main focus is to increase the amount of commands you can use per round and lower the cost of summoning units. Apart from one unit in the structures class they are the only units that can lower summoning cost and increase commands. Given their extremely unique and advantageous abilities, it is rare to see an army without at least one commander.

Captain
Captain

Cost: 150

The Captain does not give you additional commands or reduce the cost of deploying units. Instead the Captain allows all of your units to attack without costing you any commands, but the attack still costs those units action points. With 3 actions and an anywhere within 3 attack, the Captain is very maneuverable for a ranged unit, but its mediocre armor coupled with below average health makes it a vulnerable target.

Conspirator
Conspirator

Cost: 50

The Conspirator has the ability to mark an enemy unit. When one of your units kills the marked unit, all of its actions are restored, allowing it to continue fighting. Can be devastating when paired with the sergeant.

Diplomat
Diplomat

Cost: 200

The Diplomat's armistice skill is very useful for allowing your units to get into melee range without getting attacked. Since this skill can only be used once per game, it is best not used frivolously. Giving allies diplomatic immunity is great for putting them in an extremely solid defensive position.

General
General

Cost: 150

The General is a crucial unit in any army, not only does it boost the amount of commands available to you, but it also allows you to deploy units at 1 command less. These features allow you to outmaneuver your opponent with increased commands, and also allow you to get your troops out quicker. On top of this the General has 3 actions, high armor, moderate health and below average damage. This makes the General a solid support unit for both offense and defense.

Quartermaster
Quartermaster

Cost: 100

The Quartermaster like the General, allows you to deploy units for 1 less, which as previously mentioned, helps you get your units out quicker. In addition to this, the Quartermaster heals allies that don't act, which is useful to a player depending on their player style and army pick.

Sergeant
Sergeant

Cost: 50

Although the Sergeant does not add any commands or allow you to deploy for less, but its ability to allow allies to act at no cost is invaluable in certain situations. Very command intensive units, such as the hydra or the channeler work phenomenally with the Sergeant.

Strategist
strategist

Cost: 50

The Strategist's sole purpose is to boot your commands. The way it does this is everytime one of your units is attacked your commands will increase by one for the next turn per Strategist you have deployed.

Sycophant
Sycophant

Cost: 50

The Sycophants sole purpose is to either put an opponents unit in a position to easily kill it or disallow an opponent from casting supporting buffs onto the said unit. When the Sycophant makes an enemy its new master, it becomes the property of the other player. In turn the Sycophant and its master cannot receive any buffs from allied units. Also the Sycophant takes all of its masters damage and when the Sycophant dies, its master dies as well. This Sycophant is great for putting your opponents high cost units into precarious situations, and making them easy targets. At a cost of only 50, the Sycophant is great for rendering your opponents high hp units virtually useless, and is also great for making sure that your opponents casters cannot receive help from clergy units.

Tactician
Tactician

Cost: 50

The Tactician is a very commonly used unit for 2 reasons: it's cheap and it boosts your commands by 1. This seemingly small addition goes a long way over the course of a game. The more commands a player has, the more able they are to maneuver their army in response to their opponents moves. Also, the Tactician also gives 3 commands when it dies, but it is generally in the players best interest to keep their Tacticians out of the spray of battle.

 
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