Armored Princess Unit Analysis Extra: Turn Order Tiers and Damage Types
Same basic dealy as in The Legend.
Initiative: 8
Speed 9: Archdemons
Initiative: 7
Speed 5: Ancient Vampires (Bat form), Horsemen, Lake Fairies, Unicorns
Speed 3: Devilfish, Gorguls
Speed 2: Necromancers, Foremen, Sea Dogs
Initiative: 6
Speed 8: Black Dragons
Speed 7: Bone Dragons, Red Dragons
Speed 6: Royal Griffins, Hayterants
Speed 5: Angelic Guard
Speed 4: Cursed Ghosts, Vampires (Bat form), Lake Dragonflies, Tirexes
Speed 3: Veteran Orcs, Scoffer Imps, Fire Spiders, Royal Snakes, Berserkers, Guard Droids, Undead Spiders, Hyenas, Thorn Warriors, Assassins, Adult Gobots
Speed 2: Ancient Vampires (Human form), Hunters, Demoness, Marauders, Archmages, Demonoligists
Initiative: 5
Speed 6: Emerald Green Dragons
Speed 5: Griffins
Speed 4: Forest Fairies, Werewolf Elves (Wolf form), Black Unicorns, Cerberi, Imps, Fauns
Speed 3: Shaman, Fire Dragonflies, Rune Mages, Orc Trackers, Blood Shaman, Wolves, Pirates, Barbarians, Beholders, Witch Hunters
Speed 2: Vampires (Human form), Inquisitors, Alchemists, Werewolf Elves (Elf form), Elves, Snakes, Knights, Engineers, Ogres, Goblins, Goblin Shaman, Executioners, Black Knights
Speed 1: Giants
Initiative: 4
Speed 5: Repair Droids
Speed 4: Ghosts
Speed 3: Guardsmen, Dryads, Demons, Venomous Spiders, Furious Goblins, Pirate Ghosts, Evil Beholders
Speed 2: Skeleton Archers, Robbers, Bowmen, Priests, Dwarves, Orcs, Catapults, Polar Bears, Swamp Snakes, Orc Chieftains, Trolls, Gorguanas
Speed 1: Chosha
Initiative: 3
Speed 3: Swordsmen
Speed 2: Skeletons, Peasants, Miners, Ancient Bears, Paladins, Cannoneers, Burrowed Brontors
Speed 1: Brontors
Initiative: 2
Speed 3: Cave Spiders, Thorn Hunters
Speed 2: Zombies, Ents, Druids, Bears
Initiative: 1
Speed 3: Cyclops
Speed 2: Decaying Zombies
Speed 1: Ancient Ents, Royal Thorns
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Two relatively obvious points: Archdemons have outright created a new Initiative tier, making it much harder to pull ahead of them, but the upper portions of Initiative 7 have actually emptied out. In general Armored Princess has broken up Initiative/Speed tiers so that a greater portion of units have a unique tier, making turn order less opaque/frustrating to parse.
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As with The Legend, here's units by primary damage type.
Note that I've continued to organize units by faction, with new units placed late within their own faction.
Physical
(84)










Poison
(8)








Yeah, there's no new Poison damage units at all. New units that inflict Poisoning, sure, but nothing with the actual damage type.
Fire
(6)






I haven't placed Demonologists under Magic because it's mostly not actually important that they do Magic damage against Demons, except in the sense that they're not using their normal Fire damage against these specific Fire-resistant units.
Astral
(1)

Yeah, Goblin Shaman are the only unit in the entire game that does Astral damage on a default attack, and there's no unit that eg has multiple charges on a readily-accessible Astral damage Talent. Blood Shaman and Rune Mages can do Astral damage every few turns, but the delay is significant and they don't even do that much damage when they hit.
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And...that's the actual last Armored Princess post!
Except actually, years later I covered the Academy system added by Crossworlds, so this isn't the last post anymore.
So yeah, next is the Warriors of the North introduction post.
Initiative: 8
Speed 9: Archdemons
Initiative: 7
Speed 5: Ancient Vampires (Bat form), Horsemen, Lake Fairies, Unicorns
Speed 3: Devilfish, Gorguls
Speed 2: Necromancers, Foremen, Sea Dogs
Initiative: 6
Speed 8: Black Dragons
Speed 7: Bone Dragons, Red Dragons
Speed 6: Royal Griffins, Hayterants
Speed 5: Angelic Guard
Speed 4: Cursed Ghosts, Vampires (Bat form), Lake Dragonflies, Tirexes
Speed 3: Veteran Orcs, Scoffer Imps, Fire Spiders, Royal Snakes, Berserkers, Guard Droids, Undead Spiders, Hyenas, Thorn Warriors, Assassins, Adult Gobots
Speed 2: Ancient Vampires (Human form), Hunters, Demoness, Marauders, Archmages, Demonoligists
Initiative: 5
Speed 6: Emerald Green Dragons
Speed 5: Griffins
Speed 4: Forest Fairies, Werewolf Elves (Wolf form), Black Unicorns, Cerberi, Imps, Fauns
Speed 3: Shaman, Fire Dragonflies, Rune Mages, Orc Trackers, Blood Shaman, Wolves, Pirates, Barbarians, Beholders, Witch Hunters
Speed 2: Vampires (Human form), Inquisitors, Alchemists, Werewolf Elves (Elf form), Elves, Snakes, Knights, Engineers, Ogres, Goblins, Goblin Shaman, Executioners, Black Knights
Speed 1: Giants
Initiative: 4
Speed 5: Repair Droids
Speed 4: Ghosts
Speed 3: Guardsmen, Dryads, Demons, Venomous Spiders, Furious Goblins, Pirate Ghosts, Evil Beholders
Speed 2: Skeleton Archers, Robbers, Bowmen, Priests, Dwarves, Orcs, Catapults, Polar Bears, Swamp Snakes, Orc Chieftains, Trolls, Gorguanas
Speed 1: Chosha
Initiative: 3
Speed 3: Swordsmen
Speed 2: Skeletons, Peasants, Miners, Ancient Bears, Paladins, Cannoneers, Burrowed Brontors
Speed 1: Brontors
Initiative: 2
Speed 3: Cave Spiders, Thorn Hunters
Speed 2: Zombies, Ents, Druids, Bears
Initiative: 1
Speed 3: Cyclops
Speed 2: Decaying Zombies
Speed 1: Ancient Ents, Royal Thorns
-------------------------
Two relatively obvious points: Archdemons have outright created a new Initiative tier, making it much harder to pull ahead of them, but the upper portions of Initiative 7 have actually emptied out. In general Armored Princess has broken up Initiative/Speed tiers so that a greater portion of units have a unique tier, making turn order less opaque/frustrating to parse.
---------------------------
As with The Legend, here's units by primary damage type.
Note that I've continued to organize units by faction, with new units placed late within their own faction.
Physical











Poison









Yeah, there's no new Poison damage units at all. New units that inflict Poisoning, sure, but nothing with the actual damage type.
Fire







I haven't placed Demonologists under Magic because it's mostly not actually important that they do Magic damage against Demons, except in the sense that they're not using their normal Fire damage against these specific Fire-resistant units.
Astral


Yeah, Goblin Shaman are the only unit in the entire game that does Astral damage on a default attack, and there's no unit that eg has multiple charges on a readily-accessible Astral damage Talent. Blood Shaman and Rune Mages can do Astral damage every few turns, but the delay is significant and they don't even do that much damage when they hit.
------------------------------------------
And...
Except actually, years later I covered the Academy system added by Crossworlds, so this isn't the last post anymore.
So yeah, next is the Warriors of the North introduction post.
I always thought that Ghosts dealing physical damage before WotN was really strange. Outright silly in ghost-vs-ghost scenario.
ReplyDeleteYeah, same. I already say it in a post, but I really appreciate Ice damage coming along and giving them a less strange damage type.
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