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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
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.
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.
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.
30 T2 archers, 2 grand ballistas a catapult, and a dozen regular archers werent able to put them down through 4 iron walls.
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.
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.
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.
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.
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.
Will do.
But yes wave defense needs very strong armor shred.