All Magic Warrior Battalions on the Frontlines: Tales from the Battlefield

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All magic warrior battalions are powerful units in the world of fantasy and mythology. These battalions consist of highly skilled warriors who possess magical abilities, making them formidable on the battlefield. **Magic warrior battalions** are composed of individuals who have undergone rigorous training to harness their magical powers. They possess a unique combination of physical combat skills and magical prowess, allowing them to be versatile and deadly in combat. **The main idea behind magic warrior battalions is to merge the power of magic with the discipline of warfare**. These battalions often play a pivotal role in protecting their realms from great evil or waging war against dark forces.


A big angel with flying and lifelink is usually good enough to be viable. Celestine, the Living Saint gives another application for lifegain: resurrecting small- to medium-sized creatures. You can have a little engine in your Orzhov ( ) bleeder decks with your Blood Artist and The Meathook Massacre since you gain life and recurring creatures.

Its a bit trickier or slower in vanilla because of the lower cap on assigning followers to crystal production but vanilla mage tower creatures are so strong to leverage in the early game because they have fixed experience that you want to stack crystals all along anyway. It s not uncommon for Krenko to make five or more tokens, and you can combine with anthem effects and Purphoros, God of the Forge to deal tons of damage.

All magic warrior battalions

These battalions often play a pivotal role in protecting their realms from great evil or waging war against dark forces. They are often the last line of defense against powerful sorcerers, dragons, or supernatural creatures. In many fantasy worlds, **magic warrior battalions are part of a larger military organization**, serving as elite units in the army.

All magic warrior battalions

So I remember reading in the manual that depending on your lord type, you would want the bulk of your army to come from their buildings. So a warrior lord would have the bulk of their army come from the barracks for example. I have never tested this and tried to have a balance approach, but I can see why this would be the case as your lord would always have the highest level and could train units faster than champions. What do you all think?

Отредактировано Starcomet1; 27 авг. 2017 в 16:15 Сообщения 1 – 10 из 10 27 авг. 2017 в 21:02

I have found this to be true, except in the case where your elements units of that type simply are terrible. For instance, despite having a very high level chaos thief, the stick throwers are just subpar ranged units and not worth building a large army out of in many cases. Of course, in the end, any troops who aren't dragons won't help you at all in the fight against Balkoth, so there is that consideration to take into account.

28 авг. 2017 в 5:04

Hm. I would be more likely to mainly compose my forces of troops that my faction does best. For instance, if I'm playing as Life, I'm going to have mainly archers no matter what.

Plus this doesn't work if you're playing as a mage since only other mages can be trained by them, so the most you can get is three.

28 авг. 2017 в 5:18

Well the mage unit will train all magical units that can be recruited from the mage tower. My order mage gives his experience to the stag and gargoyles for example.

28 авг. 2017 в 8:54

Starcomet1, you must be playing with a mod. The summoned units in the vanilla game don't get experience. They simply appear at their max level.

28 авг. 2017 в 9:43

Well when I say magical units I mean the non-great temple units. The ones from the mage tower do level up. And yes I am playing with the GS5 mod.

Отредактировано Starcomet1; 28 авг. 2017 в 9:43 28 авг. 2017 в 10:15 Yeah, so that's your mod. In vanilla game summoned creatures from the Mage Tower don't level. 28 авг. 2017 в 10:19

Ah indeed, I forgot that was the case in vanilla. The great temple units still retain their max level besides the champion legendary creatures.

20 сен. 2017 в 0:35

My idea for the ideal army is: Commander, a high level Order Lord. The 2nd and 3rd commanders: 2 high level Fire Mages, equipped with the inferno spell. Troops: 4 sets of Holy knights (level 6) Archers: 5 sets of 5th level Order Crossbowmen.

You might say 5 sets of 5th level elvish archers, but if one of those high level Fire Meges cuts loose with a single Inferno spell, all your elvish archers will be toast on the cavern floor.

20 сен. 2017 в 11:46

For late game army which is what I assume we're talking about, I generally look to pile any legendary creature I can build as I take temples and whatever strongest great temple creature I have available from the faith(s) I control. They have high barter value for simulating battles and they are far less vulnerable to strong wizard from other faiths casting AoEs. Its a bit trickier or slower in vanilla because of the lower cap on assigning followers to crystal production but vanilla mage tower creatures are so strong to leverage in the early game because they have fixed experience that you want to stack crystals all along anyway.

A single chaos wizard with vortex or really any AoE can decimate 3-stack troops since they reap triple benefit from the aoe spell as compared to if the same is cast on a single GT creature. Water is the biggest exception since their GT creatures are terrible and life generally results in mixing pegasus and archers.

Lately I've been self challenging to custom starts with the aim to finish the game with champions and lords alone or champions and lords and a single legendary unit (obviously talking about key conquest fights here, you kinda have to keep some weak armies as you conquer cities to defend them from marauders and flying/stealth units easy steals). Its an interesting way to find how to strike the right balance between playing battles and simulating (or when to stop playing them to simulate the remainder).

There are a couple broken artifacts both in the original game and in the GS5 despite how much it improves the vanilla game that can make a single hero take on ridiculous challenges either with partial play + sim or complete play. The water mage staff in vanilla or the chaos lord helm in GS5 come to mind. I recall taking my lvl 10 ~ 18k or 22k barter value great temple on turn 6 with a level 13 chaos lord with a custom map in GS5 recently.

Well the mage unit will train all magical units that can be recruited from the mage tower. My order mage gives his experience to the stag and gargoyles for example.
All magic warrior battalions

They are deployed strategically to counter specific threats, utilizing their magical abilities to overcome obstacles and enhance their combat capabilities. Each member of a magic warrior battalion brings their own unique set of magical skills to the table. **These skills can include elemental manipulation, healing, telekinesis, or shape-shifting**. These abilities are honed through years of training and are often refined through practical combat experience. The **success of a magic warrior battalion depends on teamwork, coordination, and effective use of their magical abilities**. Members of these battalions must work together, combining their skills and powers to overcome even the most challenging adversaries. In some cases, **magic warrior battalions are led by a commander or a prominent sorcerer** who guides them in battle. This leader is responsible for making strategic decisions and directing the battalion's efforts towards victory. Overall, **magic warrior battalions are legendary forces that bring together the best of magic and warfare**. They are highly sought-after in times of crisis, revered for their bravery, and feared by their enemies. These battalions embody the idea that magic can be a potent weapon in the hands of skilled and disciplined warriors..

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