Rank III - Strategy | Units and Strategy Eador: MotBW Guide
Last update: 11 May 2016
In later stages in the game, once rank III units become available, luck becomes the crucial factor. "Conventional" units (the ones recruited in the capital) are very strong indeed, but a true power comes from freelance creatures, which can be hatched from eggs, hired as mercenaries or recruited in special locations on the map. The availability of such units is, however, independent of the player, because their recruitment conditions are generated randomly. If you somehow managed to get access to these special units, exploit them relentlessly - they are much better than their "castle" counterparts.
Unfortunately, seeing as the selection of units becomes partially randomized, this causes a disturbance in the classic division into the offensive and defensive approaches. Therefore, instead of focusing on particular tactical approaches, the descriptions of units (found on further pages) contain information on how to use them in the optimal way. I will only mention that the best defensive units are Clerics, and the best offensive units are Executioners.
What about Necromancers? The change affects them the least - they should also add freelance units, but it's also a good idea to invest in Gryphons. It practically becomes a necessity, considering that the undead army isn't very mobile, and thus vulnerable to enemy archers. Gryphons, due to their Speed and the Flying ability, can easily reach and eliminate the enemy's ranged and magic units. Ghosts, available to Necromancers through a separate spell, also come in handy. Their impressive defensive statistics work well in defending the remaining troops.