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!  !  !     !  !
!   ! !!!!! !!!
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!  !  !     !   !
!!!   !!!!! !    !

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Unit FAQ Version 1.0 (the ASCII sucks, but can´t be helped!)

By Vlot 6 ([email protected]).
                   *********

1.- DISCLAIMER

This Faq is my rightful property. I don´t have any problem in the case you may
want to post it in your site. Just TELL ME. If I discover you, get ready to perish!
If you want to contribute, e-mail me and the proper credit will be given.

                   *********

The FAQ itself


Introduction

This FAQ is not about the units itself, but a guide to know wich are the best units
to counter enemy commanders. It is specially enfatized in the most troublesome units,
like Royal Lancers, Grenadiers, Arch Demons, Witches, etc.

1.- THE UNITS

First things come first. In order to handle better the units I will name, here is a
list from the units in the game (the ! means that is one of the best):

GROUND UNITS

Soldier type
These have a wide variety of units. Soldiers are weak against horsemen, magic and
fliers. They are strong against spearmen, holy. Although the game says other things
about soldiers, my experience tells me that the game doesn´t include all their
strengths and weaknesses. This will repeat with many units, so get used to it.
Their only useful units are the Grenadiers, wich can blow spearmen in a sec. An
interessting tip: Bozel & Bernhart are soldier-type units.

Unit list
             AT   DF   MV   Cost   Rating (10 is grreaat- 1 is bad joke)

Soldier       20   14    5    40P     3
Grenadier     26   23    5   140P     8
Beserker      21   13    5    40P     2
DarkGrenadier 26   23    5   150P     8
Ogre          28   20    4   170P     5

Horse type
Almost perfect. Mostly recognized for their mobility, balanced stats and supreme ability
against undead, generals, soldiers, demons, etc. Also, their weakness against spearmen
can be easily overcomed with a necklace or cross and good bonuses. They can be used
against any unit except pikes, fliers (their biggest threat ever!) and sea (in the water,
of course). Don´t fear ballistas or archers; their speed overruns them in no time. A tip:
Bridges and castles are their worst enemies.

Unit list
             AT   DF   MV   Cost   Rating

Trooper       24   15   10    60P     7
Lancer        24   15   10    60P     7
Dragoon       28   20   10   200P     9
Royal Lancer  30   21   10   250P    10!
Hellhound     24   15   10    60P     7
Bone Dino     29   20    9   200P     7
Wolfman       19   14   10    40P     4

Spear type
Only useful against horses. That may tell you: These guys suck! But don´t waste them completely
yet! In the Light Path having someone with Phalanxes is vital to counter Leon & Laird. Those
powerhouses are very troublesome in some scenarios. But is not over yet. Their real enemies
to fear are fliers and demons. Both can trash spearmen in no time. Useful tip: They rule as
bodyguards. Arrows don´t even scratch them!

Unit list
             AT   DF   MV   Cost   Rating

Pikemen       18   18    5    50P     5
Phalanx       23   26    5   110P    10
Golem         22   26    4   180P     6


Bandit type
They totally suck! Even monks and zombies can smash them! They have two major failures:
Horrible DF & horrible AT. They mobility is good, they price is the lowest ever. But they are
very bad in combat. Archers use them as mobile targets (like those ones with ducks in the fun
parks) and cavalry kills them with their eyes closed. The real use for these lamers is to use
them as bait. Commanders really looove to chase barbarians =) No joke! And their price is really
low.

Unit list
             AT   DF   MV   Cost   Rating

Barbarian     19   12    7    10P     1
Bandit        28   16    7   130P     4


Holy type
Not very great, their real powerhouse are the Crusaders, who can easily beat monsters and mages
with some ease. Apart from that, they are regular units. But the monks are the ones to worry
about. Even zombies laugh in their face! TIP: Magic damages them very little.

Unit list
             AT   DF   MV   Cost   Rating

Monk          23   13    5    30P     3
Crusader


Demon type
Best class in the game. Too bad they can be used only by people of the devil tribe. Arch Demons
have the best stats in the game (for troops, not commanders). They have no known drawbacks
(crusaders are crap, so who cares?) except price (a bit high, but nothing compared to their
strength). Tip for newbies: Fliers make a good threat for demons.

Unit list
             AT   DF   MV   Cost   Rating

Demon
Arch Demon    30   24    7   420P    10!


Archer  type
Ah, the long range units... They can be extremely powerful, but require a good training. Fliers
tremble at their sight. If you want a more complex explanation on them, see the section 4:
Troop handling. Use them with care, ´cause archers are an easy prey. Tactical tip: They
handle better than ballistas in closed spaces.

Unit list
             AT   DF   MV   Cost   Rating

Elf           19    8    6   100P     6
High Elf      23   10    6   220P     8
Dark Elf      19    8    6   110P     4
Witch         24   10    5            9


Gel type
Yyyesss! They are unique, and deserve their own space. Gels are defensive units. You can check
it in scenario 6. Use them as barriers, although they are very difficult to obtain.

Unit list
             AT   DF   MV   Cost   Rating

Gel           20   20    5            7


Undead type I
Undead type I are the ground-based undead. Undead plain suck, although Skeletons are kind of
strong. The main reason that makes them suck, is that they can be whacked instantly by priests
with Turn Undead. Tip: Don´t use them! they are slow, unmoving or weak. And the barabarians
are better baits.

Unit list
             AT   DF   MV   Cost   Rating

Zombie        20   13    4    20P     1
Skeleton      23   22    4    40P     5
Spectre       25   21    6   120P     8

Ballista type
I separated them from archers because they are simply different. Ballistas move so far, that
a snail easily takes advantage in a race. Slow but lethal, ballistas have an incredible range,
really good to assault fortresses and villages. Just don´t let the enemy get close, or you
are a dead man. Strong, but not very useful against fliers. Quick tip: Mages hate ´em.

Unit list
             AT   DF   MV   Cost   Rating

Ballista      22   10    3   300P     5


FLYING UNITS

They only have two types, but I perfered separating them into three groups.

Allied type
It´s composed by all the fliers you can get in the Light Path. Fliers are my favorite unit
type, because they leap over obstacles, have great offensive, and move alot. They have one
terrible weakness: ARCHERS. They must be feared by any flying commander. If fliers had good DF,
it would be not that bad. But their DF sucks, and archers AT is high. What can you do? See
sections 3 & 4. Xtreme tip: They kill any land dweller without problem, but water type is
another story...

Unit list
             AT   DF   MV   Cost   Rating

Fairy         23   15    9    70P     7
Harpy         25   13    8    70P     5
Angel         24   23    9           10!
Griffin       29   19   10   200P     8


Monster type
These are the ones you can´t get in the Light Path. These are good, indeed. Both are good
units wich you can trust. My tip: those guys are a tad stronger than what you think.

Unit list
             AT   DF   MV   Cost   Rating

Bat           25   13    9    90P     8
Gargoyle      27   20    9            9


Undead type II
They are the floating undead. They are much better than their land companions, not only because
of their mobility, but also because they have better stats. Warning tip: They are still undead.

Unit list
             AT   DF   MV   Cost   Rating

Ghost         21   16    6    90P      6
Elemental     24   24    7   200P     10


WATER UNITS

Few, and lame. Their element is water, and that´s where they should be. Nothing to brag about,
nothing to risk. Only useful against fliers.

Unit list
             AT   DF   MV   Cost   Rating

Merman        24   13    8    70P     7
Lizardman     25   13    8    80P     7
Nixie         27   18    8            9
Leviathan     28   21    8   180P    10



3.- THE ENEMY

This is the section dedicated to those who can´t beat certain units. Here you will find some
solutions to your possible problems. If not, you can e-mail me (vlot6-hotmail.com).

General tactics

If you can´t hurt the enemy´s troops, then:

- Try attacking them with the  units that are strong against that type of enemy.
- Use the Attack 1-2 spell on your troops
- Combine Ballistas and other units in a combo
- Use attack spells on them, then attack while they are weak
- Sometimes is worth sacrificing units to open breaches in the enemy´s defense and kill the
 commander. Frecuently occurs that the commanders are surprisingly weak. Sometimes the
 commander is much stronger...
- Do the level skipping trick (up, down, up, down, left, right, select, A) to increase your
 levels.

If the enemy overruns you, then:

- Use the Protect 1-2 spell on yer troops
- Try increasing your defense perimeter using ballistas and archers to stop the incoming
 enemies
- Group 2-4 commanders with different types of units, so they can help each other
- Have always someone with Heal near you

If the enemy breaks your defense perimeter with ease, and then kills your commanders, then:

- NEVER expose your commanders. It´s fatal (I learned that lesson very early in the game)
- Use the weak commander as bait, and have yer strong commander await to kill the threat
- Change your commander´s units
- Use attack magic (Thunder, blizzard, earthquake...)

If the enemy weakens you with magic to leave you unprotected, then:

- Kill the mages first. That is a natural law in Der Langrisser
- F*** them with archers and ballistas
- Spread your commanders if possible
- Use attack spells on them first. If the spell lowers him/her more than 3 hp, and you have
 him/her in a difficult situation, he/she won´t attack

If the enemy covers up their mages, and you can´t break their defense perimeter, then:

- Try combining attack & support magic, ballistas/archers and strong units
- If that doesen´t work, try levelling up with the skipping trick
- If you don´t want to cheat, then you´re toasted, pal

If you want to simply avoid offensive magic, then:

- There is a great tactic to avoid magic. When the enemy tries to use magic, they MUST use
 a commander as reference. That means they CANNOT use magic if there isn´t any general
 near! If you learn how to use it to your advantage, many headaches like Eggbert will
 be completely devastated.

Unit specific tactics


Their spearmen kill my cavalry in a wink. Any ideas?

- Change your units
- Try support magic

How can I beat those damn fliers?

- I suggest using items that increase the D parameter. For example, the necklace.
- Let those archers do the job
- If you can´t buy archers, equip a commander with a longbow, and be sure to cover him up.
- Don´t use pikes!

Water type suck.*coughLestercough*

- Maybe you are trying to use them outside water. That´s completely USELESS.
- Be careful with shorelines and ships, because they also have bonuses there

Sherry and Keith are too weak.

- Yes, but that´s because you use them to fight hand to hand. They are good as commanders, not
 as fighters.

Aaargghhh! Vargas, Leon and Eggbert have overwhelming units! How I am suposed beat them?

- Vargas is weak against offensive magic
- Horsemen and arrows can wash him from the face of the game
- Leon is more complex. Use support magic
- Fliers, spears and horses have better posibilities against him
- Eggbert is bulls***. Just rush into him, using the correct type of unit against his´
- Be careful with his spells, though


4.- UNIQUE TROOP QUALITIES

Some units have special properties that make them useful in certain cases. For example,
Angels are inmune to magic. Logic should tell you then: "Eggbert, you´re done for!" But
without the right strategies, their inmunity could not be enough.

-Phalanx

They have an unmatched characteristic: Their DF is huge. As I said before, they are very
effective to protectect wizards and priests, although mages cannot use phalanxes. That means
you have to sacrifice one general´s offensive power to protect a mage. Maybe the exchange could
be better, maybe not. Also, phalanxes are great against anything called "Horse". They say pikes
are good against horse units, but phalanxes excel in that way, specially with commanders with
high attack bonus.

-Dragoon

Not as strong neither expensive as the Royal Guard, they are great in extense fields, and cost
less. To compensate the missing AT & DF, use strong commanders and items that increase A and D
bonus. Just be careful in buildings, because infantry and fliers will do much better. Their DF
is one point higher than those of Griffins, and it MAKES A DIFFERENCE. Period.

-Ballista

Don´t expect too much from them. Although high in attack, their DF is a bad pun, and magic
erradicates them in no time. Use their range wisely, and NEVER take ballistas into close combat!
Another problem with them is that they may do no damage at all when their AT is close to the
enemy´s DF. In order to do big damage, your A bonus has to be good. Also, they aren´t any better
against fliers than barbarians are.

-Leviathan

They rule in water. Now, how are they beaten? The answer is simple: Use ballistas and magic, and
KEEP THEM AWAY! If they reach you, better say yer prayers. Normally, Lester would have infimal
bonuses, so even nixies can be crippled by those lobsters. And water is a terrible battlefield
for any unit (except water ones, of course), even fliers. Keep that in mind always. Beware of
ship decks, too, ´cause they also get bonuses there.

-Angel

Excelent aerial unit. Probably the best flier, because of its high resistance and inmunity to
magic. Their mobility is great, too. Just beware of one thing: Good archers may overrun them
easily.
Another advantage of them is that they normally go with high A+ commanders, like Sherry or
Scott.

-Arch Demon

Ahh, so cool... They are overwhelming in strength and mobility, plus their only real weakness,
holy! Someone said soldiers can beat them, but these guys are almost impossible to equal with
bonuses. Also, the mobility of grenadiers suck, so arch demons have it easy to rush ´em. Beware,
´cause dealing with fliers may not be that easy, because the demon fellows use a lame beam
attack against aerial units. Also, they are inmune to magic!

And remember, use yer head to attack. A good strategy is always better than rushing into
everything with strong units. Also, keep an eye on this guide, because it may save your life
(well, not yours, but Elwin´s, Hein´s, Sherry´s, even Lester´s!).

5.- Credits

Thanx to:

Masaya, for doing this game and the X1 scenario =).

No-life translations, for translating the first part of the game.

The new translation team, keep up the good work!

To Gamefaqs, for posting this.

And to you, for keeping the legend alive (if you don´t play langrisser why the hell do you read
this FAQ, and specially the credits!?)



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