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Flying cows and centaurs, my train didn't even lose 1% life and that on Legendary, first try.
4 bull renders, 4 heroes bull, some dwarfs & hobgoblins with that gobbo hero I always forget his name. Was hyper easy on legendary 2 renders on each side with heroes and no one made past it. Is pretty obvious they will come from the sides you might struggle at the end but if you hold enough for blunderbuss to get a shoot is pretty damn easy. Just wait until you have you unique astragoth line skills
Same here, first time I did this quest battle I breezed through it because, like you said, it stops as soon as each attack wave spawns and doesn't move until you kill them all. It only took a little bit of damage (5-10%) on the last wave because a few of the ogres slipped through my lines.
I had no issues staying ahead of it, enough time between the end of the previous wave and the next one to reform my units around the convoy. My army was mostly warriors and blunderbusses at the time, neither are fast.
if you go in with full chorf roster then the train will die from their low ms but this mission is really easy. also the train will NEVER move if not all of the units that comes in that wave is either routed or dead, so you can send a majority of your army forward while leaving some to kill the small fry of the first and second wave. hell just send astrogoth forward and he tanks them all.
that guy is a menace to society.
edit: gotta say though the last wave got dicey, alot of enemies coming from every direction, this is where the hobgoblins shine as you can just send 1 in every direction and take aggro and simply walk away from the battle with over half of the entire group
I won it at very first try in L/VH (turn 11-12 roughly) without really know yet what was the timeframe or the direction the enemy would come.
I would say, don’t waste time and don’t focus on the position of the train, the train will stop and move forward again soon as you defeat the waves at the 3 main interception points on the way.
Just don’t focus on the train.
Also, as you gonna have serious losses, move them when they break and use the dmged one to protect the back up until the last fight near the safe area with capture point for the train, there everyone grouped and they cycle after they broke to keep the enemy away long enough to get enough time.
I had several groups, melee 1st class altogether (Chorfs melee), all types of hobgoblins & slave orks as 2nd melee class in an other group. except sneaky stabbers, them in a third one doing scouting in early battle (And make sure they use all their ammos).
All Heros together as an other group (fast response group as all 3 were quite fast characters)
And all range units in a last group focusing on single entities (the archnarok Mount, the giant and later the stone giant as well, they must die asap).
Except that no real trick, just move each group when necessary on the most dangerous flank and the units already spent or close defend the less dangerous flanks, that’s it.
I succeed with a marginal marge (pyrrhic victory when AR was a decisive defeat, fairly logical) but no unit lost and they even not made a single attempt to attack the train, thats the most important… I would have agreed to loose couple sh*tty units if necessary.
https://steamcommunity.com/sharedfiles/filedetails/?id=2964282315
It's ok to split your army up, the spawns aren't large numbers or tough until the end.
Just remember to get those faster units up to the end as well and don't leave them behind.
As some others said, the train stops during ambushes and stays still until everything is dead so take advantage of keeping ahead of it as best you can.
The last ambush gets pretty dicey. Lots of black orks and a giant rock man, and they all pretty much spawn right on top of you.
I focus-fired my blunderbusses on the rock giant first then dealt with the black orcs.
Overrall it's a high-mobility battle which Chorfs struggle with, which is probably why it's tough.
Soon as the train (allied, in blue) reach the check point, the countdown start to fill up the red icon, just like when you cap the capture point of a settlement.
The enemy shattered automatically when the check point was full blue.
So you just need to hold the line long enough.
But I got these huge losses cuz I did it very early on.
With better units and later, you can get it with much less losses obviously.
Plus it was truly my very first attempt.
Am sure I restart it now, knowing where and how they come from, I can do a bit better just cuz I am no more blind and know already where to put my gunners with optimal line of sight (for example, same for the others), etc.
I always try to do these missions quite fast in legendary in fact…
The cash you gain is so much helpful in early game.
5k gold in mid game, except if you are broke ofc, but otherwise it’s not as useful as having it the beginning to develop everything urgent.
So I think it’s worth it, even if I took 2 turns next to replenish.
… replenishment is pretty good with Chorfs anyway (specially Astragoth), it’s not that long to go back to full hp.
Did the same in my Volkmar’s campaign, very early got 3 times 5k gold and upgraded to t3 all the province & developed by turn 25-26 roughly.
It’s much less urgent if it’s for something else like a banner or a purple item.
But 5k gold in turn 12 (maybe turn13? It’s one of both) here was really welcome.
I think its worth it to do it that way, but it’s also if I have a window of opportunity on the map. That would wait if there are threatening armies around obviously…