Successfully complete a campaign, then save after the credits finish to have the option to replay any mission in that campaign with your previous stats.
Play as Cirith:
Play as Morene:
Play as Rupert:
Play as Urukubarr:
Better Leader Equipment:
You can trick the shop into generating better items, you can temporarily create an infantry unit of a level equal to the unit you want.
For example, you have a melee 10, range 20 longbow unit. Reset the unit to a level 30 infantry unit and start shopping. Once you find and buy the weapons you want for a particular leader, reset the unit back to its original job in this case, the longbowmen. Your leader may now re-equip the gear.
Carry Over Skills And Equipment:
However, this doesn't help since you want each unit to be good at its intended job. Therefore, you need to identify each unit's primary skill. For example, an archer or longbow unit will have range as its primary skill, even though melee and range are required for the unit. The reason for this choice is because an archer unit is useless unless it is firing. The range skill needs to be high for this unit or it will not be very helpful. As a principle, be sure to have a unit's prime skill as three to four times the amount of its melee skill which is used for all units.
If you are forced to choose between increasing a unit's primary skill or its melee skill, opt for the primary skill once the melee skill is sufficient to allow the unit to survive brief contact with enemies of equal or slightly greater melee skill. Usually, a melee skill of 5 or 6 is enough in KUFH as opposed to melee 10 in The Crusaders. For the most part, your core infantry needs to be around to screen your non-infantry units from harm. That's what they're being paid for anyway.
Unit Name - Prime Skills
September 30, 2005 - 5:03am