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However you can beat it, even without Dolos (i didnt realse cleanse would clear Petrify so hadn't even given him that skill).
My tactics against them are to have two or three units of magical berserkers working together, ideally with water boots, but any move bonus item will do. Plus Guardians (2nd rank summon by Ailsa) to cast haste spells on them. And wolf mothers and sligners/hurlers as ranged support. The black bard is also useful sometimes if you put malric's helmet and a speed item on him and haste him. If you can get some mercenary longbowmen, or slingers with a bloodoak bow for extra range, they help too.Plus obviously troll hurlers to weaken some of the other units so your berserkers can get to the witchdoctors to kill them sooner. Armoured trolls also seem to do good damage against witchdoctors. Or Farilson with the dragonscale armour and a speed item.
The range for Dolos' cleanse is 10 hexes. He can use it multiple times a turn.
Perhaps you may need to restart the scenario and try to keep Dolos more centrally deployed?
Not trying to minimize your frustration, but we have all pretty much been where you are. And to prove I have been there as well, one time I had Dolos petrified. Now that truly sucked!
Another suggestion regarding those spiders.... I would advise getting a Wolf Mother over there and charming that web-spitter.
I have had to restart scenarios because my initial deployment was totally inappropriate for the task at hand. Yeah, I know.... trial and error. But sometimes it can transform a scenario from impossible to mere child's-play.
You are not penalized by restarting. For me, I look at it as a puzzle and think - "well that didn't work... let's see how I would fare had I deployed differently."
Yea, that could be the reason because you often start with 3 different starting positions and it heavily depends on what units you put there to handle the enemies coming in.
Try and error the first few rounds to restart and position again.....
In addition in the later maps you will mostly face two big fronts, which also causes alot of try and error to have the right troops in your frontlines.
On a character w jump (Raven or winged maiden) you have your perfect cleanse and keep alive taskforce ....
The biggest issue to me is that the witch doctor has retreat ability and if I speed up animation, it doesn't show where he went. But that's more an UI issue, not gameplay balance thing.
I have only gotten it once, but it was very nice.
It is unfortunate. And yes, I gave a negative review. But mostly for the analytics nonsense.
Good thing about reviews, they can always be changed once the issues are addressed.
Have not encountered a map I could not win. But do concede that after 10-15 turns or so it became pretty clear that I could have done a lot better with a tweak to my initial deployment.
Anyway, on Witch doctors and Sunken Lands in general, expect some tweaks coming with the next patch to make them less annyoing (not less difficult, just less annoying)
If there are three starting group locations, I divide my troops equally (I almost always get three of each troop type for this reason, so I can have one at each deployment point). The only problem is deploying the heroes in the correct place (PG/PC doesn't have heroes). I then keep and move my units together to support each other (I have been playing PG/PC for decades).
Speaking of the multiple different deployment starts, which I don't mind (though i always seem to place the unit I need like Dolos or the Wolf Mother on the wrong side of the map) is that you can't save the game after deploying and then be able to go back to it and change your deployment slightly to account for this. You have to start all over and redeploy every unit. I would love to see that get fixed. In Panzer Corps that was always my first saved game per scenario, right after deploying. Then if I had a bad start, I could start over with my deployment, move a couple units around to better starting positions, and start over.