Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In this case, the "box" is trying to deal brute-force STRength-damage right from the start. No. You should first break the ARMor of your enemies, and then hit their STR.
Another "box" is the turn-queue mechanic, that is quite different from what you're used to. Study & understand the turn-queue and its changes, before performing any reckless actions, e.g. killing an enemy or rushing up to hit somebody.
Never choose "Oversee" in War battles. From my observations, it's like auto-lose, especially on high difficulty levels.
Archers are lethal when the enemy ARM is shredded. Their best use is coming up, behind your front-line melee units (which should typically be ARM breakers), and poising themselves for a Puncture hit on ARM-broken enemies.
You can click on enemy units to check their movement-range (in order to stay away from them) and you'll also need to be *aware* of the turn-queue: Place your units in a logical order, with breakers ahead of damagers. Playing defensively (picking out enemies as they come to you) is probably the safest tactic in overall.
Oh, and never deploy your units too close to such enemies because you don't know their turn-order before hitting the "Ready!" button.
The biggest weakness of these high-strength units are their own companions. Don't kill the weak ones and delay the brute's turn to eternity.
Archers seem to be difficult to make use of, too close and enemies just ignore my front line and walk up and one hit them. Too far away and they're wasting turns out of range to be useful. If I'm not in a direct line I can't even shoot at them but somehow my guys are being hit at range from odd angles anyway.
I can't tell if I'm under level, if the enemies I face are actually a balanced challenge or if a mistake I've made in maximizing my leveling ability earlier in the game is now making it even harder/impossible.
I can tell there is something good to it, but either the way its being presented or the sheer weight of advantage enemies get seems to be frustrating my ability to assimilate a strategy. If I can't see what I'm doing wrong, I can't adapt to overcome.
A. The crucial part here is to keep your party's STR higher than the enemy-team's (broken) ARM. If you break their ARM, but they clip your STR, it's no good... Of course, your team will receive STR-damage, but you can keep your team's STR high "effectively" or "on average". Your safest course is to keep one of your high-STR heroes away from harm, and only bring him in when the enemies are softened, to "clean up" the board. Very good heroes for this work are Warhawks (Gunnulf, Bersi) and Alette, because they can hit multiple targets per turn, in a single attack. Note that I am referring to Alette as a "high STR" hero; her max STR is ~10, but it it gets an "effective" boost by Puncture, i.e. when she's in range of ARM-broken enemies.
B. Positioning is also crucial. You can check the enemy movement range (by clicking on them), and position your fragile heroes out of their range. Biding your time, and letting the enemy come to you (while you are in-formation), is the safest course here. Also I don't understand what you mean by "If I'm not in a direct line I can't even shoot at them"... There's no LOS (line-of-sight) here, not a requirement for right-angles, when it comes to regular attacks. There's only a couple of active-abilities (special attacks) that require a straight line, e.g. Alette's Thread-the-Needle or the Backbiter's Run-Through.
It does seem to help to just sit back and wait, I've tried that in a couple of battles and had some success.
As for ther archery I now realize if I mouse over a square to move, enemies in range now highlight with the number of damage you can do. This is a great help....apparently I was moving always just out of range without realizing it and it made me think I had to be on a straight line to aim at them.
Unfortunately my high level chars keep dying and the rest have been mostly focused on armor protection. Since I can't respec I have a feeling I'm destined to struggle. Still, I managed to scrape through the bridge defence sequence and can now rest my guys again. Thanks for your suggestions.
*** One final note concerning Archer safety: The most common threats for your archers are 1x1-sized melee units, namely dredge Grunts & human Raiders. The problem here is that all these 1x1 units have a 4-tile movement-range: this means that --in an open field-- if your archer is just in-range to attack them (5 tile-range), then they can walk up to her and retaliate. So, always make sure that your archers are not out in the open, but out of the movement-range of such 1x1 enemies, typically by standing behind allies.
If you used Alette's *special* attack (called "Thead the Needle") then, yes, your ally will also take damage. But, if you use any archer's *regular* attack (for Strength or Armor damage), then only the enemy is hit and your allies are same from friendly-fire.