Tower Dominion

Tower Dominion

View Stats:
Is it even possible to win with Red Faction
Been to the game for a few hours, the blue feels like easy mode and the green feels like tactical, and the red is just suffering.
The trait is so weak that I have trouble getting through even the first few waves.
Devs really need to look into the balancing issues
< >
Showing 1-15 of 28 comments
its hard at first when u dont know the game mechanic

once u learned that red HQ use bunker heavy gun (it targets most HP, it wont target low HP mobs thats at its door step if theres someone else beefier next to it. )
later the HQ's orbital laser = superior dmg dealer (if u wanna climb endless go for gun build. that 25%firerate upgrade sucks in endless)

u just have to make sure u read what mobs is coming and use different type of guns to handle different mobs

(if its airborne heavy, use more bunker with anti air upgrade or puma position with anti air upgrade)

many turret without anti air upgrade are targeting "fast mobs" not airborne targets

read incoming monster type and turret targeting type will help u get to 38+ easily
the anti air gun on bastion are targeting close to HQ target, they are not ment to be hitting airbornes. beware,

also ammo depo is key to climb endless , 1 ammo depo+ (any two or three 2x2 guns+ 1x1 warwolf slow upgrade = best frontline chokepoint setup)
oh if u dont know how to start with red

1 upgrade 5recon production, upgrade gun

2 place 2 miradors, look for terrain thats 1 slot away from HQ with highest terrain that able to cover left and right side of HQ, each mirador should be able to hit at least 3 entrance of HQ

3 upgrade both to +3 ppl , leave last population upgrade to later when u have money

4 plan which side gonna be ur frontline, place bunker on somewhere able to cover most of ur frontline (must be +3 terrain for late game bonus, +2 if cant find any, bunker sucks when they dont find +3 terrain)
Bartosaure  [developer] May 14 @ 10:27am 
Lions of Ravelski (Red faction) is clearly the most difficult faction to play.
I'm not going to write a full guide, there are far more skilled players than I am, but just one thing:
One of Lions of Ravelski strength lies within the building doctrines. +10% Damage, Rate of Fire and Reload speed and -10% Costs.
Sure, all factions have access to it, but only the Lions can double the benefits of it. It's not immediately obvious, but with double the blueprints you can focus twice more on a few types of towers and ripe the benefits of their building doctrines.
becephalus May 14 @ 10:36am 
I can beat lvl 3 with most of their leaders and lvl 4 with some. I am sure I will get better with more play.
letir May 14 @ 10:51am 
Reds are probably the weakest faction, they trying to win mid/late game with all cost reductions and very expensive late game buildings and upgrades. The main problem that they quite terrible in the early game: worse guns on the HQ, less reliable infantry. They also get less "normal" doctrines with bonuses and resources, and instead get more chances at building doctrines, which need supply to actually build.

Statue upgrades and HQ cost bonus for surrounding buildings are good in theory, but on practice you can't afford to invest into them until mid-late game and all wunderwaffe is not quite as effective as price suggest.

They can beat T4, but really struggle in high frontier.
Sekiei May 16 @ 6:59am 
Thanks guys for the ideas
I just got lv4 beaten with the Rotmistr cuz clearly it synergy with the double blueprint trait well
My feel is that having the 2nd upgrade with Reapers as almost a must a pretty bad experience, maybe will try more during high Frontier levels to find out more but no change in my mind that it is the most struggling faction and very unfavorable in choosing
wozkaram May 16 @ 7:32am 
funny... i find red the easiest and green the most difficult.
maybe it depends on which hero you pick.
Red is probably the worst fortress.

Your guns are worse than blue, and you don't get green's free resource production. Your tier 3 upgrades are a tank that will spawn too slowly to be useful and something that costs so many resources I can't imagine ever buying it.

The main things you have are the double blueprints and easy access to a -15% building discount from the horse statue.

This lets you lean hard into spamming something cheap and reliable, like bunkers.
Laenthal May 16 @ 8:30am 
The only time i really appreciate the double blueprints feature is when i get Platforms. Otherwise it's just inventory clutter with no way to spend it all anyway. As for the IV/Frontier plays there's nigh-impossible to avoid upgrading the HQ with Reaper guns, its alternative upgrade makes your run doomed from the start. The only possible fix i see is allowing to expand terrain every turn, instead once in a while. Or better yet - twice a turn.
on max difficulty (Frontier 19), I had more problems with the blue faction. (-1 range really hurts their early game)
The double blueprint perk of red is very good.
Originally posted by MagnaRagnus:
on max difficulty (Frontier 19), I had more problems with the blue faction. (-1 range really hurts their early game)
The double blueprint perk of red is very good.
getting an ammo dump adjacent and using the tech unlock tier 3 for more range helps mitigate this :)
cANe May 16 @ 3:10pm 
Had no problem with red faction at all. Yea the early start is a bit rougher than blue but it's not that bad if you focus on a few good towers which can get buffed by the building doctrines. If you can get something like a mission control or other supply producing building early you are golden due to the 2x blueprints
Laenthal May 16 @ 4:46pm 
I have just spent 6 hours trying to get a good start with Estelia on Frontier19. I'd like to hear a working plan for her..
< >
Showing 1-15 of 28 comments
Per page: 1530 50