King's Bounty Unit Analysis Extra: Turn Order Tiers and Damage Types
To provide a convenient reference point, I've collated all (regular) units' Initiative and Speed tiers together into this post, in no small part because it makes it easier to see how important a given Initiative shift is. How important is getting Dark Commander 3, for example?
Since Initiative has priority over everything else, this is structured to make Initiative the main category, and then exact Speed is a sub-category. Realistically, I ought to do something like order the lists by Level since that factors in too, but that's a lot of manual effort to cover a somewhat more niche consideration.
I'm not going to be adding much color commentary to this -most of the interesting elements are fairly self-evident.
Initiative: 7
Speed 9: Archdemons
Speed 8: Black Dragons
Speed 7: Emerald Green Dragons
Speed 5: Ancient Vampires (Bat form)
Speed 2: Necromancers
Initiative: 6
Speed 7: Bone Dragons, Red Dragons
Speed 5: Horsemen, Lake Fairies
Speed 4: Cursed Ghosts, Vampires (Bat form), Lake Dragonflies
Speed 3: Furious Goblins, Veteran Orcs, Scoffer Imps, Fire Spiders, Royal Snakes, Devilfish, Berserkers
Speed 2: Ancient Vampires (Human form), Cannoneers, Hunters, Demoness
Initiative: 5
Speed 5: Griffins
Speed 4: Sprites, Werewolf Elves (Wolf form), Black Unicorns, Cerberi, Imps
Speed 3: Shaman, Fire Dragonflies, Evil Beholders
Speed 2: Vampires (Human form), Marauders, Inquisitors, Archmages, Alchemists, Werewolf Elves (Elf form), Elves, Snakes, Sea Dogs
Speed 1: Giants
Initiative: 4
Speed 5: Unicorns
Speed 4: Ghosts
Speed 3: Undead Spiders, Guardsmen, Dryads, Demons, Venomous Spiders, Hyenas, Pirates, Beholders, Thorn Warriors
Speed 2: Skeleton Archers, Robbers, Bowmen, Priests, Dwarves, Orcs, Goblins, Catapults, Polar Bears, Swamp Snakes
Initiative: 3
Speed 3: Swordsmen, Wolves, Barbarians
Speed 2: Skeletons, Black Knights, Peasants, Knights, Miners, Ogres, Ancient Bears
Initiative: 2
Speed 3: Cave Spiders, Thorn Hunters
Speed 2: Zombies, Treants, Druids, Bears
Initiative: 1
Speed 2: Decaying Zombies, Cyclops
Speed 1: Ancient Treants, Royal Thorns
---------------------------
Additionally, here's units by primary damage type contribution:
Physical
(64)

















































Magic
(11)











Poison
(8)








Fire
(3)



Notice that there's only three units in the entire game with sustained Fire damage. Five if you count Imps and Scoffer Imps, which is not an unreasonable position given the player actually does often end battles in 2-4 turns, making their 2 Fireball charges less limited than you might think, but I'm still excluding them from this list since in longer battles they aren't sustained Fire damage.
Since Initiative has priority over everything else, this is structured to make Initiative the main category, and then exact Speed is a sub-category. Realistically, I ought to do something like order the lists by Level since that factors in too, but that's a lot of manual effort to cover a somewhat more niche consideration.
I'm not going to be adding much color commentary to this -most of the interesting elements are fairly self-evident.
Initiative: 7
Speed 9: Archdemons
Speed 8: Black Dragons
Speed 7: Emerald Green Dragons
Speed 5: Ancient Vampires (Bat form)
Speed 2: Necromancers
Initiative: 6
Speed 7: Bone Dragons, Red Dragons
Speed 5: Horsemen, Lake Fairies
Speed 4: Cursed Ghosts, Vampires (Bat form), Lake Dragonflies
Speed 3: Furious Goblins, Veteran Orcs, Scoffer Imps, Fire Spiders, Royal Snakes, Devilfish, Berserkers
Speed 2: Ancient Vampires (Human form), Cannoneers, Hunters, Demoness
Initiative: 5
Speed 5: Griffins
Speed 4: Sprites, Werewolf Elves (Wolf form), Black Unicorns, Cerberi, Imps
Speed 3: Shaman, Fire Dragonflies, Evil Beholders
Speed 2: Vampires (Human form), Marauders, Inquisitors, Archmages, Alchemists, Werewolf Elves (Elf form), Elves, Snakes, Sea Dogs
Speed 1: Giants
Initiative: 4
Speed 5: Unicorns
Speed 4: Ghosts
Speed 3: Undead Spiders, Guardsmen, Dryads, Demons, Venomous Spiders, Hyenas, Pirates, Beholders, Thorn Warriors
Speed 2: Skeleton Archers, Robbers, Bowmen, Priests, Dwarves, Orcs, Goblins, Catapults, Polar Bears, Swamp Snakes
Initiative: 3
Speed 3: Swordsmen, Wolves, Barbarians
Speed 2: Skeletons, Black Knights, Peasants, Knights, Miners, Ogres, Ancient Bears
Initiative: 2
Speed 3: Cave Spiders, Thorn Hunters
Speed 2: Zombies, Treants, Druids, Bears
Initiative: 1
Speed 2: Decaying Zombies, Cyclops
Speed 1: Ancient Treants, Royal Thorns
---------------------------
Additionally, here's units by primary damage type contribution:
Physical


















































Magic












Poison









Fire




Notice that there's only three units in the entire game with sustained Fire damage. Five if you count Imps and Scoffer Imps, which is not an unreasonable position given the player actually does often end battles in 2-4 turns, making their 2 Fireball charges less limited than you might think, but I'm still excluding them from this list since in longer battles they aren't sustained Fire damage.
You still have Undead Spider in 'physical' block instead of 'poison'.
ReplyDeleteWhoops, corrected.
DeleteI think there are 64 units in the Physical section while the relevant number is 65, 61 units in the Magic section while the relevant number is 13, and 8 units in the Poison section while the relevant number is 7. Might I be missing something?
ReplyDelete*11 units in the Magic section
DeleteAh, this is probably a casualty of my improved understanding of how eg Unicorns actually work, where I removed both unicorn types from Magic but didn't update the count. I should probably check the counterpart posts for other games, actually.
DeleteFixing, thank you.