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I go double hunters
one knight
one berserk
lizard hero
My 3 perks just focus on buffing units/hero. and i just distract with the wand, but its not enough.
The fast siege warriors are major problems. I feel the game pushes you to go double berserk barracks for those rounds but the knights also seem important for tanking damage.
firewing and double hunters
all perks for the hero/army/towers: Commander mode, Stronger Heroes, Ranged Damage
two Range Damage upgrades in the forge
upgrade on the 3lvl Castle, that allows your army to attack while being controlled by the player
You basically running around the map with Firewing (require a lot of micro). Economy was really weak at the end, I had only 5 lvl 3 towers.
two hunters
one berserk
one knight
lizard hero
perks
80% unit health
replenish unit health by 4% every second
commander mode
2 blacksmith upgrades
for castle upgrades i went free house upgrades and cheap towers
had nearly everything fully upgraded, around 13-15 fully upgraded towers/ mills/harbors
spent a lot of time with unit placement..
...and i STILL it was close
all castle upg for Hero dmg
3 upg, 2 on ranged attack, 1 on resist on ranged attack
strong walls and towers, glass canon (bow) and upg ports
Fire crossbowmen only, lancers only (most of the game firmly behind the wall at the castle)
last nights building hindering aspects like extra walls, random fire tower etc. At the castle 4 upg fortress towers
hero support healer in the back ranks (= immortality against witches)
good eco and medium difficulty micro throughout the game
Perks:
Commander mode
Gladiator school
Big harbors
2x Fire archers
2x Bezerkers
Lizard hero
Early game, use overwhelming numbers and quick spawning to overwhelm the enemy. Big harbors drive my eco (my day 1 build was house + bridge + harbor + 2x barracks), scarecrows provide the heavy AA (also great at building the eco). Berzerkers can distract fliers even though they can't hit air. The lizard can cover most of the right side if microed correctly. Everything in this build is aimed at killing the wooden knights, which is what I had the most issue with.
Once you find the best strategy, it's easy to execute - Totally dominate them. Trial and error with different things until you find what works.
That's what's good about the structure of the game. Get varied gameplay while testing, plenty of content from just one map.
Pretty much what I did.
The ennemy is always gonna end up ruining your map, so you need to focus your eco on harbour only.
I used Knights instead of berserker for stalling until I arrive.
I built the hero day one instead, big help in the beggining. I tried the air hero but his aoe are too weak against the ennemy regen.
Upgrade the harbour when you have at least 3 boats on a harbour, don't forget the scarecrow for anti air.
I took the castler perk that allows me to move with unit under my command attacking, with the lizard Hero plus the fire archer you command an angry moth ball that kills everything.
Build tower to stall the ennemy, if there's one attacking, ennemy units will almost always go to that tower first.
I always moved from south to the north for clearing, be it on the coast for flying ennemies or in land for ground units.
Seemed impossible at first but now I realize that it's mostly juggling with perks et observing until you find the right combination.
The key is to maximize Gold and protect your gold revenu.
Weapon:
- Lightning Staff (usefull for first day, kill enemies with active)
Perks:
- Commander mode
- Big harbours
- Castle Blueprints
----------
What I do for the first days:
Day 1: Castle center + upgrade + harbour + bridge + harbour / Defend with only Castle
Day 2: Houses + 1 tower bottom left of your castel
Day 3; The day with the flying enemies I created mill (all you mills must have scarecrow) on the top of the map with harbour and house there and protect them bu aggro the enemy and prevent them to target the building (basically this it what you will have to do in all wave with those enemy, try to remember the icon because their is a late wave where they come in big number and you can aggro all of them at once and save all your buildings)
At this point if you lost one eco building, restart
From now, focus on creating units & continue to protect harbour as you can (the day with horses, I don't think you can protect top harbour).
You will see that harbours give you a lot of money and thus will help you create a lot of units / building to protect them. Upgrade them when you can (day 4/5?)
----------
Castle upgrade:
- Builders-guild
- Commander (important) -> when you have it, keep your archers and lizzard hero everytime with you
Units:
- Lizard Hero (very powerfull against flying enemy)
- 2 Gladiators (mandatory for late game enemy)
- 1 Hunter, then 1 fire archer (I think that should work with 2 fire achers)
Also, another funny thing, I made less score with 3 mutators than my previous record with only 2 mutators LOL.
For if it can help, here my build:
- Perks: Commander mode, Power tower, Anti-air telescope
- Ranged units: 1x Fire archers, 1x Longbow archers
- Mele units: 2x Berserker
- Hero: Healer mage
My strategy was try to defend inside the little walls all possible waves, be prepared for lots of buildings destroyed each wave (maybe this explains the low score) and insuficient gold most run hahaha. GL HF :)
Some specifics:
Perks: Commander mode, Ranged attack, Strong hero
Wave1: Castle, house x 2, lizard hero, bridge, south port
Wave2: Upgrade castle (auto house), house, upgrade a house, port
Wave3: Upgrade south port, bridge, upgrade melee defence
Wave4: Upgrade castle (commander), fire archer
Wave5: Upgrade hero, castle wall, upgrade wall, fire archer
Took me some tries to get the above done, but after that I didn't write down my build because I beat it in the next try. I went for upgraded wall, upgrade range attack, then kept upgrading fire archers and the hero. Also, wave 9 I put a farm in the south and started my ball in the south so it's protected. I remembered this because I put it up north and it got burnt down and wasted my gold...
Hope this is of some help.
Weapon: Lightning Staff
Perks: Commander, 25% Range damage buff, Big Harbors
Castle upgrades: Castle builder (not necessary though more convenient) and Commander.
Once commander is unlocked, it's easy to let melee face-tank and kite with hunters and firefly (this also keeps keep firefly alive better).
Hero: Firefly (or whatever the floating blue thing is called) It's squishy but tears through siege and has better range than Lizzard)
Hunter x2
Then Berserker x2
Strategy was upgrade range damage all three times asap and focus on economy.
Like others said protecting the harbor is first priority.
Also making the mills scarecrows for anti-air is clutch though I didn't touch this until mages started showing. The mills got mowed so much that they didn't really provide much economy benefit and were low priority until the last half (but then essential).
I found upgraded hunters > scarecrows by a good margin.
First few rounds something like:
1. Castle 2x, Harbor 2x, bridge.
2. Blacksmith, Firefly, house if I'm feeling cheeky. I sprinkled a couple houses around throughout the run for luck (or distraction) when I got bored, but they weren't necessary.
3. I think was dual hunter, and then can more or less feel it out from there.
4 or 5, whichever the aerial comes from the right side, I kept the hunters at their barracks to protect the smith and harbors (which they handle fine), and sent Firefly to the top harbor to protect from the last aerial. Firefly didn't do as well as Lizzard here and died sometimes, so manually juggling support for that and kiting the marauder guys that attack from the left might be necessary short-term.
Lizzard was generally my preference and more durable/easier to use as it could solo the aerial mobs and then the marauders with little work. but for me Firefly was king in managing siege so the extra juggling and occasional running to grab the hunters for support on this round was worth it.
I could see benefit for the support hero here as well, though that would really only protect from the mages which are rare and pretty well managed by the scarecrow mills.
I also found it helpful to upgrade firefly when available and had no trouble with siege after that.
I finished with fully upgraded walls and all wall towers upgraded to balista except maybe one, though it did literally take all day to find a viable build.
I really tried to make fire archers work as it seems to work well for others above, but they were too slow for me and seemed to die to everything that wasn't siege, which firefly easily fixed.
Didn't use harbors at all.