Crown Wars: The Black Prince

Crown Wars: The Black Prince

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Galdred Jun 7, 2024 @ 4:44am
How to not get trounced during chapter 3: a mini guide
I read a lot of complains about the difficulty increase in chapter 3, but I went through without too much trouble (I just moved to chapter 4) at max difficulty. Here is what I think helped:

- Grow tall, not wide
You are constrained by 2 things: number of groups/available characters to send on mission and resources.
It means you need to make sure your characters don't spend too much time recovering.
But it laos means you need to make very good use of your resources to help with that.
The best upgrade by far are more parties with more characters, but that cost a lot of resources, as you need to upgrade 6 buildings between each level of stronghold upgrade.

I think the best way to do so is to just forget diversity and focus on as little weapons and classes as possible. I went with:

- Armors: Crusader and duelist almost exclusively (you can field 2 of each, and they both have easy access to taunt).
Rationale: I don't care much about the armor of the other: the petmaster has a pet to tank for him. Alchemists, archers, and gunners should avoid getting in harm's way instead of wasting your precious resources. 1 armor upgrade here and there can be ok, but don't overdo it

Weapons:
- halberd (best AoE power in game), works for crusaders and duelists. I give one to all duelists.
- poleaxe (ie, giant hammer): not sure it was the best choice
- greatsword: Very versatile. Not sure it was not redundant with poleaxe and halberds
- sword (but I don't like 1 handed weapons much in the game): dagger has no business being a main weapon, hatchet will turn the enemy to your direction which is exactly what you don't want to do with duelists. However, it means petmaster weapon won't get upgraded.
- bows (I went with bows, because 3 classes can use them, but crossbows are still OKish, it's just that they are probably not worth investing on early)
As in XCOM, staying alive is mostly done through killing opponents, so I didn't increase shields at all (and seldom use these to begin with).
- guns: arrive much later, but best ranged weapons IMO.

Alchemist:
skip every specific ailment remover. I just use crusader to delete debuffs, and stock on health potions. Later on, incense of heal + all debuff removal is a good choice.
Enhanced balms are a must have. Most other items should be skipped
Stick with 1 single kind of arrow and upgrade it. I went with fire to ignite the alchemist surface.

Invest all you can into building improvements:
- Barracks makes the most difference. recruiting high level characters for cheap makes your life much easier.
- Prison can provide more passive bonus
- Forge and alchemist when you can afford some of the upgrades (typically, after you need with imbalanced resources, it may be a good time to upgrae crusader armor/weapons).


Important class skills and other considerations:
As with all similar games, action economy is everything. You can usually spend some time setting up before a fight, so buffs are not that bad, but they only provide 1 turn of benefit because you should never use them instead of wrecking faces.
It is always better to select the skills that give or deny actions over others (hence why AoE melee weapons are the best!: halberd AoE attack can give you 4 attacks for a single AP, without cooldown if you have 2 opponents in range).
You can make the AI do stupid things with hazardous surface, but the nature of the hazard doesn't change much. I like the alchemist fire surface for that. They don't care as much about the slowing surface, though.

That is also what makes archers (whatever the class name is) great:
the free item slot per turn can be use to great effect with a special arrow, granting them a third attack, or a siege engine if there is one nearby.
That means lonewolf is also much, much better than caltrops, because it applies to each of your attacks (and you already have the alchemist do to the same).

Alchemists work best with a focus on either healing or damage. I haven't tried damage much, but buffed acid potions seem like a good alternative to bringhing a hammer crusader to deal with armors.

Crusaders can go whatever you want, and mix things from both side. I think removing debuffs is much better than self healing (they have the highest armor, and healing is the job of the alchemist in the first place). Also, recovering armor is good!
They have great armor and survivability. I lost 1 of each other class (but duelist), but never a crusader. Don't waste them by putting a shield (also, it would be ahistorical to do so; it is plate armor OR shield when not on horseback!). Taunt is their bread and butter: They cannot prevent an engaged archer from shooting, nor can they prevent an armored opponent from ignoring them to whack your backline. That is why taunt is very very important on them.

For duelists, both options seem viable, but I wouldn't take the skill that waste an action to multi taunt (haven't tried it, though), over the one granting free AP/MP on kill/backstab. I think a single taunt is enough, and more crits is great, because you'd rather kill opponents than hope you can parry them while they bring reinforcements.

For beastmasters, coordinated strike is a must have, even though marked looks great, a single coordinated strike with a bear can almost delete most opponents.
I have found the bird underwhelming.

Unlike in XCOM, if you heal before heading back to town, you will have less downtime, so make sure to do so, and load up on potions.

You can randomly meet characters that can be captured, even in non capture missions, so always bring shackles (except for storyline missions, where there is no random opponent).
A missed capture is 200-800 GP wasted!

Losing characters is OK, replacements are cheap, and no one is unique. A maxed barrack lets you not to lose much in the porcess. Note that weapon training is valued higher than level for replacement.

As for turn limits, if you focus on killing opponents (as opposed to kiting or whatever), they should never be an issue. Even before the patch changing them, I never had any issue with them. Sometimes, the assassinate/free character and extract missions can be a bit tough, as characters that just get there as reinforcement may tarpit your own characters before they can reach the skyranger for extraction.

You should just make sure that you don't end within 1 move range of the reinforcement area the turn before you want to extract. I usually kill every one in the first pod to spawn, then get out.
Last edited by Galdred; Jun 7, 2024 @ 7:24am
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Showing 1-4 of 4 comments
Melmak Jun 7, 2024 @ 7:56am 
more or less this, i went with bows + 2h swords, no need for much else kek. was running with 5 armor dudes often killing solo with a 2h warrior almost from beginning act 3, hard difficulty, not that hard

after some testing, ranger and alchemists both are good, dont like duelists too much, beasmaster is good early but later on is just ok.
Dankadamas Jun 7, 2024 @ 11:34am 
You can sit on early Chapters and grind out those resources too. Before even moving into Chapter III, I've upgraded the Domain to Lv4 and have moved into Superior/Flawless Equipment. This also allots Experience gains in preparation, so most of my Companions are already lv5-7.

Admittedly, I'm unsure whether doing this will pro-actively increase the difficulty moving into Chapter III as a responsive action(about to find out); or, if doing so will make Chapter III easier. What I do know - as is - The game already matches you Feat for Feat, so even in Chapter II, all upgrades are also reflective upon the Enemy Units. Every Point of HP, they gain: the enemy gains; and every point of Armor you gain, the enemy gains, etc.


Otherwise - Your mention of Weapons.
* I'd argue that Upgrading Maces (1Handed) is also a very valuable, as it's an easy method of removing armor which allows other weapons like Bows, to deal more damage. Which also has a higher ACC than it's 2Handed variant.
* I'd also argue your disinterest in upgrading Hatchets/Axes;
- Upgrading the Axe increases ACC, which in turn helps lands the Bleed Skills. It's also the strongest 1H in terms of Slashing Damage.
- In the hands of a Duelist, turning around a Target to disengage someone from a potential AoP, and/or then forcing them to Duel (provided with the right Perks so they're more "Weapon Master" and less "Scoundrel"), you create an Alt-Tank that's able to Dodge+Riposte reliably to pin down individual Units/Targets you don't want moving around.
- In the hands of a Beastmaster, proper positioning pays off when in combination of a Beast + Master setup (again, provided you Built their Talents differently); where, forcing them to turn, opening their Back/Flank to the Animal, increases the Animals ACC,(and I think crit?).
* The reason of placing Daggers + Dirk as a Set Combination is because it will increase the Reflex% and Crit%.
* Consideration of Weapon Combinations in this Game comes down to two factors;
- Stat Allocation; if you want a Shieldbro for someone with bulky Willpower that'll take a beating, or if you want a glass cannon with much higher chances of landing crits. Again, each Weapon and Set shifts the Stats.
- How you want to Build that Companion, and their purpose in your formation; regarding the Skills they learn from the Weapon themselves.
(eg. Running a Duelist with a Mace and Shield, to increase their Willpower to the point they can shrug off a lot of Debuffs and act as a Frontline Tank by also improving/regaining Armor Points, should you want to pair them a Crusader that's more intended to act as a heavy DPS) etc.

Honestly; use whatever works best for you. The combat system in this game, while it can be buggy, has some solid depth to it.
Last edited by Dankadamas; Jun 7, 2024 @ 11:53am
Galdred Jun 7, 2024 @ 12:56pm 
The parry duelist needs to taunt anyway, and it automatically turns the target towards you, so the axe is not really needed. You are right about axe being good all around 1H weapons, though (and also shared among the most characters).
My point was not that these weapons were useless, but that you could safely skip them to focus on getting the things you need more.
I think enemy progression is tied to time spent, and not to your upgrades (which would make delaying chapter 3 weaker, as it deprives you of unique weapons and master craftsmen).
OakenWall Jun 8, 2024 @ 6:41am 
I think the most impactful upgrades are bow, x-bow and halberd since you will be using those the most, the rest is not as important, you might want to replace some melee weapons with uniques anyway. Beastmasters are nice but its mostly because of the extra health and damage from the beast. Alchemist, archers and 2hand crusaders have done most of the killing for me.
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