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if you want to get this, just do a campaign on the easiest difficulty.
tried it on my warlord run, too difficult to get through the sentinels, assassins work, but I only had 1 dedicated unit of assassins, not nearly enough for the large amount of units they have. I positioned my troops so that I could wipe out a decent chunk of one side when they first spawned but the others caught up to me too fast.
If I had the exact units I needed (lots of cannons and fire mages for example)I suppose it might be possible to beat on warlord, but I did not know what exactly to expect so I hadn't optimized my army for this scenario.
No, as far as I can tell, no actions during missions affect the story. Bond choices and some choices towards the end (pick option A or B) are the only ones that do as far as I can tell.
How does that work against the muskets though, as the cannons come out with a bunch of close combat musket squads. If you kill them with other units the cannons have lots of other targets, if you only have stephen alone then he'll be taken down in close combat. Not sure if I'm missing something, been a bit since I played that mission.
Instead of progressing on my first playthrough, I went back to the beginning with the intention of building to beat this map on Warlord.
I used a Jules squad of 7 warbows each with either disarm, precise, or assassin's heart.
Temporal modulator for first strike, St. Teresa's Tiara for damage, and everlasting potion.
Each time they were targeted, they did so much damage that the enemy units left over couldn't out-damage the everlasting potion.
After that, it was just some time spent getting decent RNG.
Took a lot of effort, but it was pretty fun and satisfying to beat it.
A few tips if you want to try: make as many fodder troops as you can. Make use of these fodder to soak the dmg from the cannons, enemy will prioritize low threat troops so it's pretty easy to trick them. Stefan with some evasion% artifacts + healing potion can do a good job in soaking hits as well. Position your Calvary next to where the cannons spawned, then do a hit and run so your Calvary can land at least 2 hits before dying. Fire mage is the best to eliminate these cannon, and you only need to have 1 per squad. As long as you can quickly kill the cannons the rest are easy if you have a squad with 2-3 Sentinels in front + some defensive artifacts + healers to handle the rest. Put MC in castle if you don't wanna risk him dying.
Later in the game I obtained a legendary artifact called "Temporal Modulator", that will allow your squad to attack first when defending unless being ambushed. I think if you happen to get this before ch.12, you could build a full Warbow squad with this artifact and easily breeze though the chapter. Though I don't have the desire to replay again just to test it.
It still worked, and the warbows cut through everything like butter, but it did take plenty of reloads for the other squads to survive and kill what they needed to.
Try to full deploy all 12 unit slots if you can swing it. Low threat allies are really worthwhile for drawing fire and if you actually have those squads decked out to do decent damage (even if it is not great) they could get to the point of helping taking down the gunner units before drawing a bunch of fire which makes things roll a lot smoother.
Stick to the right side of the map. Less units spawn there and clearing that side out while the leftside units waste precious turns moving towards you is invaluable. A well built diana can and should solo the entire left side of the map before reinforcements spawn. Leave a bow unit (or even better, a cav) to help kill the archers on that side in a timely matter alongside diana blowing through all the units then quickly get her butt to the right side of the map asap before the reinforcements spawn. If you position properly, you will draw the left units to the right instead of them going for your bases (you may have to place a unit as bait around the chest area but just out of range of the cavs). This strat on top of the above with building fire mages and dragons (and assassins) help give you a good general way to beat the map.
Abuse the temple to revive units, it's on the right side where you should be, and taking the time to revive squads with mostly dead members gives you a LOT more wiggle room. It's basically neccesary on warlord unless you are very lucky or unrealistically good at the game
Rng. Good artifacts make this fight a lot easier like temporal modulator for taking out the wave of cavs and gunners, iblis signet really beefing up a squad so it can take more gunshots, and other various less rare ones like steelshatterer helping you get through sentinels all are very good. Get mages, look for artifacts for the chapter, and abuse your quicksave before the reinforcements spawn so you can depuzzle the chapter or deal with some rng. It's very doable on warlord but needs some forethought into tackling
1) I put Diana and Raskuja plus Stefan on the left side. Turn 1, Diana just pushes straight down. My Diana has 2 Paladins, 2 healers (1 priestess, 1 templar as I was out of sunstones), and an ice mage in the back. Keep Raskuja and Stefan just out of enemy range because you want them to all pile into Diana.
On the right side, all my other units station. My war bow squad is on the right wall. This allows you to shoot Terenor's squad on turn 1. Abby and a generic Swordmaster squad block the entry. 2 of the cannon squads hide 2 squares behind the door blockers to prevent being attacked. Barnabas is by himself wearing Boots of Tyranny (this mostly lets me get the 2 boxes and the tent, if you don't have the boots, you just end up giving up 1 of those 3 is all).
2 archer squads (Narima and Jules for me) start on the middle wall. They're here to help with the fight on the left for a turn before abandoning the wall and making their way to the right side.
2) Turn 2, Raskuja and Stefan (I had both of these as hit squads, with swordmasters in the front, healer middle, and assassins or rogues in the back) help Diana clean up the rabble on the left side. The right side folks mop up the remaining units there. Barnabas runs towards boxes/tent now.
Now, the goal at this point is for as much of your army as possible to converge on the right side of the map before Casamir's army shows up. Once they show up, whack the 6 cannon squads (doesn't have to be full wipes, you just need to break at least 2 cannons from each as a single cannon is fairly harmless and the sentinels don't do much damage) and then as many of the gun squads as you can. Pour decoys out to body block the left 2 entrances in your inner castle area. After cleaning up the right hand side (you will lose some squads on their turn to what you left but if you make sure MC's army is NOT near the lowest threat, it won't get targeted), you want to position units on the bottom middle such that they will peel ~half of the remaining forces towards there. Priority is cannons because Lysander has the hardest time dealing with those.
I had Lysander set up with him and a healer in the back, 3 cannons middle, 2 sentinels and a spear on the front (would've done 3 sentinels but I only had 3 total and wanted one for Abby's squad of dragons). Note that I gave him some of my minus capacity items to make this happen. If you don't have those but have hulking pavise (-25% gunpowder damage which my brother had but I didn't) that can replace the healer. His squad also wasn't close to being wiped, so if you have neither artifact, can prob skip the healer still. At the point where you start drawing attention on the bottom, Lysander needs to make a run back to the castle. When the decoys run out, he's going to hold the castle while everyone else slowly mops up the remainder of the troops. It took me a few tries and when I got it, it was literally on the last turn I could (as turning over to 6 would end the map). I also only had half my squads left as the rest were strategic sacrifices to make the killing units (usually cannons) stand in certain squares for their killing blow.