Songs Of Silence

Songs Of Silence

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utilityguy Nov 16, 2024 @ 7:58am
Mission 6 Boss
I'm currently stuck on the Hall of the Good Mother siege. Like, I pretty much have control of all the locations on both maps, outside of the greyed out locations like Logan's Pride, Maron's Pride, and Irden Sellswords, because the aforementioned locations don't progress after my army leads saying stuff like "Who's there?!".

I only have three Heroes/Armies available, and I've been smacking my head against the 20 stack army in the siege. with my max level (lvl 8) hero armies.

Am I missing something? I'm going to continue to see if I can get somewhere with Having a 10 stack ballista spam for the first two battles, as I've been slowly getting somewhere with the AoE damage, but the Archer spam from the enemy is killer in this battle.

I guess what would really help me out is being able to continue the siege with my remaining army, but I can't find a way to do it, as the game only allows me to attack with my other armies, not hold the siege, after attacking and retreating with the first army at my disposal.
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Showing 1-6 of 6 comments
utilityguy Nov 16, 2024 @ 10:28am 
Okay, for those who come after me, this is how I did it with only 3 armies:

1.) The first wave has to be Ballista Spam (About 7-10 in each unit).
Why? Because the Area of Effect damage they do in the first three vollies is there to thin the herd of Thralls. Oh, and trying to put high value melee units that aren't Ballistas is just gonna lose you those units without them doing effective damage, due to the massive amounts of units they are up against.
2.) Either Retreat once the Retreat card is energies, or retreat a before the last unit is killed
3.) After all armies retreated, make sure the Castle is under the effect of sabotage (stops the enemy from healing and reinforcing), and make sure to put all the siege units into reserve and pull out your reserve army in a formation where all the range are at the front and the melee units are at the back (to game out the Ambush system).
4.) Start of next turn, attack again (after reorganizing your armies), but make sure that the army which is completely full of Yager unit spam attacks last, in order to make the battle simply be primarily against the Giant horror units, which the Yagers are capable of melting--even at melee range.

That's what earned me the win. Really difficult, though.
Last edited by utilityguy; Nov 16, 2024 @ 10:31am
raider_mxd Nov 16, 2024 @ 1:47pm 
I was able to win that fight in a single round using all three armies. My army composition was not special, i.e. a balanced mix of units including two catapults each, but what put me over the edge after a couple of failed attempts are the buffs that two of the three leaders have. Each buff lasts for three rounds, so after breaching the walls you can take three turns until both buffs are applied to all three armies and then start the battle.
Last edited by raider_mxd; Nov 16, 2024 @ 1:49pm
Originally posted by raider_mxd:
I was able to win that fight in a single round using all three armies. My army composition was not special, i.e. a balanced mix of units including two catapults each, but what put me over the edge after a couple of failed attempts are the buffs that two of the three leaders have. Each buff lasts for three rounds, so after breaching the walls you can take three turns until both buffs are applied to all three armies and then start the battle.
i think all three buffs give attack up, those buffs are insane especially when you stack it with those caravan buffs, where those armadillos give like guardians, and infantry like +1, and celestials, gestalts, believers +1, you can make an army of luminary archers, some mages and cavalry and just bulldoze the mission 6 last siege fight with lorelei.
utilityguy Nov 19, 2024 @ 3:18am 
Okay, I replayed Chapter Six and had a much easier time with the boss following the Power Buff Stacking advice.

Also, I know none of you were there when I was complaining about Meron's lackluster theme army, but I take it all back. If you spam the Greyfs Meron spawns with the attack card that Makes all the greyfs in the battlefield groundpound a location, they MELT any Giant targets you want dead.
Kuchi Dec 1, 2024 @ 1:51pm 
Originally posted by raider_mxd:
I was able to win that fight in a single round using all three armies. My army composition was not special, i.e. a balanced mix of units including two catapults each, but what put me over the edge after a couple of failed attempts are the buffs that two of the three leaders have. Each buff lasts for three rounds, so after breaching the walls you can take three turns until both buffs are applied to all three armies and then start the battle.

Wow, it was a game-changer. I struggled a lot with this final battle, but then using this buffs I've finally made it.
Last edited by Kuchi; Dec 1, 2024 @ 1:51pm
Cassander Dec 2, 2024 @ 7:55am 
Originally posted by utilityguy:
If you spam the Greyfs Meron spawns with the attack card that Makes all the greyfs in the battlefield groundpound a location, they MELT any Giant targets you want dead.

Yes. This has become my favourite way of sniping Omens.

And I'll add that stacking line attacks (my combo was Ackard, harbingers and some urbolgs you can summon at the temple) is a viable alternative to catapult spam for thinning the thralls, ideally after the maelgots have already been dealt with.
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