Thanks. I did somehow get myself to Chapter 3, got the teleport and then it just went from bad to excruciating. The rest of the game is fab, really enjoying the stories. I shall go back again, give Irabeth some cash and also get hellknights.
There is debate on how good the hell knights really are. I used them twice and twice I skipped them. Overall I agree with @joxer; in that they are not that great. They are not all that effective and are extremely expensive to buy, wasting money better spent on other recruits/mercs IMO. That being said at the very early levels they can make life easier for you. I just find I don't need them later so prefer to build up my troops with units I know will stick around to act 3 … at which point choices you made at the command center will upgrade them to better units.
I find the fights a breeze but there are some things that make them much easier IMO (people's mileage may differ):
- FIRST under difficulties make sure your crusade management is on the easiest mode. It has its own setting.
- Save your gold so you can buy resources and always max out hiring new recruits and mercs (when mercs are available). Every week when you can buy more units max out what you can buy.
- Plan on what units you want. One of the biggest wastes with the crusade (again IMO) is making choices and ending up with tons of different units with low numbers, making them essentially useless. In act 3, when you start to make decisions that open up new options for army units read what each choice does and align it with the type of army units you want to maximize.
- Archers are hands down the number one best unit IMO. You start with archers but later can upgrade to Rangers (my favorite as they can also melee but also still fire arrows while in melee) or Marksmen (these do insane damage but can't shoot arrows if enemy is next to them and are weaker in health). Review the various ranged attackers (later you can get mongrels, headhunters, and the sorcerers do excellent range damage with spells). I usually try to have a minimum of two ranged unit types in my party.
- Units that can heal themselves and others can be useful to help prevent a unit from being destroyed. I use the WAIT command sometimes on them so that if another unit gets hurt on a round I can heal them, so the healers I tend to make go last in the fight each round. Paladins are great, as are clerics. In addition the enemy always likes to attacks them and they take damage well. I put them out in front a bit to divert attention from the archers. Also healing self is free so heal yourself first then attack/move but don't move/attack first as then it ends the units turn. Healing others will use up their move/attack, however. If you have a SMITE attack use that first as well as you can't use it after moving/attacking, unless high morale gives you another free turn.
- A good solid tank type to help protect the archers.
- In general, until I really get a strong general and army, I only fight enemies that are at least one level below my army and I always save. If the battle goes bad I reload and try another tactic or wait till I can hire more recruits/mercs.
- GENERALS: By far the sorceress lady is the best IMO. I wipe the enemies out with ease with her spells. With her and archers and some tanks I can take down armies 2 ranks higher than her army later in act 3.
- When you go to hire a general if you see none you like close the hire general window and re-open. They load at random.
- Besides spell casters the best skill you can get for them is the master of maneuver ability. Each rank lets you add another type of unit to your army. You start with 3 for base and then each rank of that skill adds another. At the highest you get 6 or 7 (forget what max is) unit stacks to fight with versus 3. This makes a HUGE difference in how powerful your army is.
- Keep morale as high as possible, including getting skills that improve it for the general. High morale means a chance for each unit stack to get a second free attack/move.
- A high infirmary (buy a lot of hospitals when building forts, as well as skills but don't have to go crazy) level means wounded troops will be revived after you win the fight (if you didn't have a chance/ability to heal them during the fight). This means not losing troops after a fight which is something you want to totally avoid as much as possible.
- I focus on one "super" army with the best troops and general to be my main clearer of the enemy armies. I then create a second army that I try to keep high enough to handle random enemy attacks that occur on forts. I keep this second army far away from the primary one so I have more area covered in an emergency. Lastly I usually have some random units that I can't use in my main army and I use them as scouts to reveal paths on the map.
For Act 2 I explore all that I can and if I have to click on "skip a day" for a whole week to pass to hire more units I will.
In regards to attacking the enemy I always try to take out their casters. The Dretch especially I kill with prejudice as their stink cloud is dangerous. I also take out any ranged enemy as soon as possible. The slow moving units I tend to leave to last.
Using the above I never lose a battle at this point, although have a few I will reload if I lost too many units. This applies to act 2, 3, and 5.