Age of Darkness: Final Stand

Age of Darkness: Final Stand

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How do you defend final wave?
I found making walls and putting units in towers so tedious.

I split my clearing army into 3 groups and cover 3 spawn points , then mass build Balistas around the other two spawn points , some times they hold , but if not after my armies are down spawn camping i gather them up and crush whats left.

Works up to normal so far.
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Showing 1-13 of 13 comments
Depends what faction and what difficulty.

In order: ( depending on difficulty )

Wall
Tower for acher
Ballista
Fire tower

Later you add more walls

you have here some guides and on youtube some in dept guides depending the faction you play
Reiler74 Jan 30 @ 12:47pm 
I also suggest having a mele force able to repels ennemies from walls in order to give you just enough time to repair them. Then, send back your mele troop back behind the walls to regenerate. When doing the manover, be extremely careful to explosives ennemies.

Having such a mele group is also useful to halt a wave that would have destroyed and passed one of your defense point.

If I play the order i use knights to that purpose. With rebellion, thieves do excellent damages but may be too squishy to defend walls long enough so having some sentinelles (like 10-20) to go behind thieves and just hold is excellent.

I havent played Volatists yet to advice with them.
i havent played in a while but the trick for the longest time is to make sure the archers in your towers are prioritized to attacking strongest mobs first then making sure that damage output is there so your static D is taking out the soft stuff and archer towers are burning down the strong stuff.
1) If you don't have at least one, but preferably two, bellow towers behind 3 iron walls, you're already dead. And that's assuming of course you have 4+ iron towers full of arbalests/hunters. At a minimum. On EVERY location that waves are coming. Remember that the final wave comes through the same areas the initial waves come through, so you have some time to plan.

And you absolutely need to make sure those towers are set to target the strongest enemies, and hopefully you'll have all ranged upgrades including either +50% damage ranged in towers or flame arrows.
Last edited by LinkZeppeloyd; Jan 30 @ 7:44pm
Vambran Feb 2 @ 9:53am 
Update -
Spawn camping on veteran or higher directly on the spawn point is a bad idea. Too many Bursters spawn at once to DPS down no matter how much you have and they wipe out whole chunks of your army each time.
Last edited by Vambran; Feb 2 @ 9:53am
Originally posted by LinkZeppeloyd:
1) If you don't have at least one, but preferably two, bellow towers behind 3 iron walls, you're already dead. And that's assuming of course you have 4+ iron towers full of arbalests/hunters. At a minimum. On EVERY location that waves are coming. Remember that the final wave comes through the same areas the initial waves come through, so you have some time to plan.

And you absolutely need to make sure those towers are set to target the strongest enemies, and hopefully you'll have all ranged upgrades including either +50% damage ranged in towers or flame arrows.
even that does nothing when 3+ crushers are stomping around. the damn things occasionally regenerate their armor completely even in the middle of a fight and 3-4 of them will rotate being the target of the "strongest" unit. honestly dont know how you're supposed to stop something that can hit three walls deep, has 600 armor that regenerates, and an aoe attack that hits everything around it.

30 T2 archers, 2 grand ballistas a catapult, and a dozen regular archers werent able to put them down through 4 iron walls.
Afaik nightmares can no longer regenerate armor. They can only regenerate HP during the night if undamaged for a few seconds.

But I will test again next weekend.

Elite shrine Crushers have 3 armor plates that are hard to see, and once one breaks it seems as if they have fully regened their armor.

Well, Tier 2 crusher(wave 3,4) has 660 armor and an Arbalest does 30 shreds while in towers.

Hunter does only 21 shreds in towers and attacks a tiny bit faster.

So the first 21 Arbalest shots will do 30% dmg and then 22 and onwards will do 100% dmg.

So 30 arbalest with Grand Ballista or impaler support is usually enough to deal with Crushers.

Make sure towers are on high priority, default is the closest priority even if the ranged unit who enters had high priority on foot.

But if you get the tower cover perk arbalest will have 45 shreds in tower and also 50% more dmg so Crusher will get armored shredded very fast and then everything else will do 100% damage to them.

I could ranged+siege unit camp on horrific each wave but it is more cost-effective to hold 2 waves per choke or maybe even 3.

Some ppl had Volatist Pikemen melee units spawn camping the whole wave spawn point but that is extremely risky and needs very high DPS.

If you play as Volatist simply remove light sources from your general wave defence location.
Have a few wood towers with an archer for vision.

Harbinger horrifies every ranged and siege.

That setup up with the tower cover will melt Crushers very fast.
How you defend is somewhat dependent on the map, where its choke points are etc.

e.g. you may be on a map where your base will be hit from 5 completely different directions, or a map where 3 of those directions funnel through a single point.

----

Aside from everyone's feedback above, I would suggest you try and stagger out when each of the waves hit your primary defence point(s).

For example, if you know that 2 waves are going to funnel through a single point at roughly the same time, you should try and identify a suitable choke point further out for one of those waves, and set up a few layers of walls & 2x Bellows/1x Ballista.

Doing this allows your 'primary defence point' to deal with 1 wave at a time, and also weakens the 2nd wave when it eventually gets through that secondary point. It also means that you will not need to deal with 2 waves' worth of crushers at one time.
Last edited by `Creative; Feb 2 @ 3:01pm
Originally posted by Lord Quinton:
Originally posted by LinkZeppeloyd:
1) If you don't have at least one, but preferably two, bellow towers behind 3 iron walls, you're already dead. And that's assuming of course you have 4+ iron towers full of arbalests/hunters. At a minimum. On EVERY location that waves are coming. Remember that the final wave comes through the same areas the initial waves come through, so you have some time to plan.

And you absolutely need to make sure those towers are set to target the strongest enemies, and hopefully you'll have all ranged upgrades including either +50% damage ranged in towers or flame arrows.
even that does nothing when 3+ crushers are stomping around. the damn things occasionally regenerate their armor completely even in the middle of a fight and 3-4 of them will rotate being the target of the "strongest" unit. honestly dont know how you're supposed to stop something that can hit three walls deep, has 600 armor that regenerates, and an aoe attack that hits everything around it.

30 T2 archers, 2 grand ballistas a catapult, and a dozen regular archers werent able to put them down through 4 iron walls.

Im no expert, but the basic archers are fully uselsess late game, and I don't think grand ballista towers are worth it either. Iron towers w/ Arbys or Hunters, Bellow towers, and especially catapults (3+ on each entrace) and if no catapults, ballistas, lots of them.
Per my experience on the highest difficulty, you would like to pull back all your defenses to minimize to few good "chock" points.

1. The final wave is usually coming from 5-6 different directions.
2. If your "chock" point only takes care of one of the directions, usually 4~5 ballistas and 2~3 fire towers with 3 rows of highest-tier walls can handle it automatically.
3. If your "choke" point takes care of two of the directions, the same setup is needed with at least 15+ army (i.e., catapults) to be set as defense behind the wall.
4. If your "choke" point takes care of 3+ of the directions, the same setup is needed with at least 35+ army (i.e., catapults) to be set as defense behind the wall and constantly maneuver of hero's skills.

You will need to sell all outer defense resources, and carefully manage to setup a good "chock" point defenses. Mostly importantly, set the target prioritize to highest threat.
Last edited by Black_Bullet; Feb 2 @ 7:02pm
I do not bother with balistaes at all in the game. Just make few rows of walls, few rows of wooden walls in front of them and load up with archers and flame towers.
Originally posted by Crypto Gamer:
Afaik nightmares can no longer regenerate armor. They can only regenerate HP during the night if undamaged for a few seconds.

But I will test again next weekend.

watch when the crushers do their AOE cone horrify wave. it doesn't always do it, but surprisingly often will refresh their armor. 600 pts of armor is kind of ridiculous to have to chew through repeatedly.
Hmm, maybe they can refresh with a roar I never tested that.

Will do.

But yes wave defense needs very strong armor shred.
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