This is important when creating an opposing army for a campaign; you need to create many enemy units. The process is the same as creating units, but now you'll need to make them for various levels.
Level 1 NPCs
Of course, the process will be the same for creating a beginning level 1 unit for a player army. For all NPCs of the same class, try to keep stats consistent, or about 95% consistent. However, each unit should at least have some variation in equipment if possible. Give one unit out of an enemy army an Elixir if you wish, or even a Red Gem to support the player. Mark one or two of the weapons of the army droppable, so the player army can obtain the item after defeating the unit as a prize.
Level 2+
Now, this is where time will be required for each unit. You can either set stat growths to each NPC stat and roll for each stat for the amount of levels above 1 the unit is, or you can do a quick 60-50-40 stat set.
The 60-50-40 rule of thumb helps NPCs build higher level units, with slightly less accuracy to stats. To do this, take the amount of levels above 1 the unit is (+20 for promoted units, i.e. Lvl 5 Assassin would be 24 levels above 1), and multiply that by .6, .5, or .4, depending on the percentages shown below for the unit type. Add the resulting amount (rounded down) to each stat generated for Level 1.
For normal physical units:
Stat |
Percentage |
HP |
60% |
ATK |
50% |
DEF |
50% |
RES |
40% |
SKL |
50% |
SPD |
50% |
LUK |
40% |
For armored physical units:
Stat |
Percentage |
HP |
60% |
ATK |
60% |
DEF |
60% |
RES |
30% |
SKL |
50% |
SPD |
40% |
LUK |
30% |
For mounted physical units:
Stat |
Percentage |
HP |
60% |
ATK |
60% |
DEF |
50% |
RES |
30% |
SKL |
60% |
SPD |
40% |
LUK |
30% |
For flying physical units:
Stat |
Percentage |
HP |
60% |
ATK |
40% |
DEF |
50% |
RES |
50% |
SKL |
40% |
SPD |
60% |
LUK |
30% |
For normal magical units:
Stat |
Percentage |
HP |
60% |
ATK |
50% |
DEF |
30% |
RES |
60% |
SKL |
50% |
SPD |
50% |
LUK |
30% |
For mounted magical units:
Stat |
Percentage |
HP |
60% |
ATK |
50% |
DEF |
40% |
RES |
50% |
SKL |
50% |
SPD |
50% |
LUK |
40% |
The GMs may use different percentages where appropriate, but this is to be used as a guide for generating high level stats.
Also if making Promoted characters with these tables, don't forget to take into account their promotion bonuses.
Talkable?
It may also be a good idea once in a while to make an enemy/neutral unit that the players can interact with, in order to gain info, items, or a new unit to the army. Preplan any kind of possible conversations between the units, and possible effects based on unit choices, if any. This adds more interest to the game. Make sure to prepare good stats for this unit too, if it can join the player's army!