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Also i tend to use a lot of shadow strike to get out of sticky situations like enraged warchiefs chasing you down etc or assasins almost killing you with no chance...
It doesn't matter if uruks are 10 or 20 levels higher. It matters whether you exploit their weakness or not. I won tons of pitfights having battled insanely leveled uruks and won. All my overlords are legendary because of it FYI.
A lot of so called "gamers" nowadays especially generation z are so spoiled both in real life and in games, if somehow they don't get what they want : feeling "godlike" they will make a nonsensical post here and complain. Likewise if its too easy, there will be something else that will be said.
Attacking, especially those online conquests are more of a pain because you don't know how many bodyguards a warchief or overlord has and their traits until you actually are in it.
I did nothing during a fortress defense because I was curious, when I noticed last time it spawned additional warchiefs after taking 2 points.
And yes, it will spawn additional warchiefs for every point that is taken. So with that in mind with all the other things it does to stack up,
I spent 2 hours gathering followers and leveling them up to prepare for an actual fort defense.
The 1st warchief during the assault was arrow-proof so I couldn't drag him behind the walls to 1v1. 2 of his bodyguards pretty much got me at once so I went to last chance mode. Alright, I can replan and reapproach once I get back up.
But the warchief had 'No Chance.'
The entire point is that, attacking a fortress is easy as you can eliminate warchiefs beforehand, and even if you die to the Overlord, the assault is set to pause and you can return to finish the fight.
In a defense, the moment you die, your warchiefs and their 2 bodyguards, the overlord and his 2 bodyguards, will instantly surrender. The fort is lost, the Overlord is captured, and you have to restart the whole process again.
Historically, wars can also be won by killing the general/commander w/e.
I don't think its absurd if the fort surrenders if the captain dies in it. It makes absolute sense actually.
Likewise when you conquer forts, you must need to capture points, and not continuously kill defenders.
1. Discretion is the better part of valor. If somebody is slinging around high-damage strikes like there is no tomorrow (especially with poison or curse added into the mix), GTFO. Screw bravery, run and heal! If they're ranged, THEN GET OUT OF THEIR LINE OF SIGHT!
2. The glaive is your go-to weapon for an "invulnerable" orc. NOTHING is invulnerable to the glaive. Granted, swinging that thing around constantly might be tedious, and mooks poking at you as you charge up for another swing can be annoying, but sometimes you just have to make due.
3. This was more something that I learned from a few guides, but to put it simply: Metal walls with spikes. If you can keep your walls up and free of a constant stream of climbing mooks (or worse, captains), that gives you more time to work with. If they are outside, they are not inside wearing your captains down. Particular focus should be given to enemy siege beasts and Ologs (either captains or just the mooks) in that order. Pick them off piece-meal or in small groups. THEY. SHALL NOT. PASS!