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Seriously. One of the hardest fights in memory for me. Two ranks of heavily armored undead, it was only 12 of them but it was still tough as balls. First rank all had 2Hs, and second rank all had Warscythes.
I also defended a town against a 3-wave undead siege that had one wave of 26 Nachzehrers. They keep feasting on each other and turning bigger, it was almost impossible.
Hardest Enemy Composition- Noble House with tons of billhooks and arbalests
Most Hated Enemy- Master Archer with heavy crossbow on top of a big hill hidden behind 20+ raiders
Hated Enemy Composition-Lots of level 3 ghouls (usually 8+).
yes: i relly on morale on most of my battles.
My worst battle so far was 20+wolfriders in a swamp. I guess i'd have worst, but that's the one i remember the most.
Geists are countered by 1 pure Sergeant (with banner) and 2 mini-Sarges. Three uses of Rally, spread out across the entire formation, solves the Geist issue.
Bandit marksmen can be baited into attacking disposable mercs (send them in without a shield), or can be countered by kite shields on the frontliner mercs (in which case the party should advance in turtle formation, 3 hexes + shieldwall each turn).
Necrosavants are completely shut down by nets, in addition to 2-tile weapons that allow your bros to focus them down (3 poles + 1 net kills a savant in 1 turn, usually). Also, heavy armor builds, including plated xbowmen, simply don't die to savants.
Necromancers can be easily sniped by 2 master longbowmen, each with 8 range and 'Zerker to proc the 3rd shot. You won't have these bros early, but then again you won't be fighting 30-enemy compositions led by necromancers early, either.
Everything in the game has a hard counter.
Except goblin shamans. ♥♥♥♥ those guys.
And ♥♥♥♥ their 8-tile AoE mass root.
Overall goblins are the most annoying enemy overall for me personally, not because they aren't beatable but just because they're designed to be extremely annoying. I mean, that's their job and they're really good at it.
I find nachs to be quite easy, they have no armor, each hit decreases their morale, they charge right at your spearwall (which is what I use). You need to not let them eat the bodies, after a few of them die you need to break your formation and push forward
Vines not only debuff you, not only root you, not only cost APs and fatigue to break while requiring a high melee skill (good luck doing it with ranged mercs!), but they also have an 8-tile range, no cooldown, low or nonexistant fatigue cost (shamans can keep spamming them non stop), and in addition to ALL that they also root up to 6 men since the shaman has a ♥♥♥♥♥♥♥ initiative score of 100+ and will position each other's AoE for maximum area lockdown if there's more than one of them!
Oh, and that's in addition to the flies, which pretty much cripple a merc in all possible ways for 3 full turns, without allowing for any sort of counterplay or resistance mechanic.
B R O K E N
True endgame isn't the Monolith; it's the gobbo fortress with 2-3 shamans.
Seriously, ♥♥♥♥ shamans, and ♥♥♥♥ their spells.
Indeed; ancient priests are absolute bastards as well (with the added bonus of being extremely hard to snipe). AOE spells in general are a bad thing if they are infinately spammable, at the least they shouldn't be castable on the first turn.
The only things that I have a problem dealing with are Shamen and Priests, everything else can be dealt with by using the correct equipment and skillsets.
Brothers with mace specialisation are a great thing to have as they will happy deal with Necrosavants, Hedgeknights and honourguards by stunning them allowing your 2handers to obliterate them safely. Stun also removes zones of control as well as shieldwall so maces are an incredibly useful utility weapon against everyone who isn't an Orc; alltough they still do reasonable armour damage so aren't terrible against them either.
But shamans? Nothing. There's nothing you can do. At all. If they don't get you on the 1st turn (due to breaking up your formation prior to triggering the fight), they'll get you later. And it's not so much that they root you in place for free, all the time, from across the screen, it's that the vines impart serious debuffs, and gobbo lancers are already uber accurate. I've had them dismember 40mdef 320 armor BForged mercs in 2 turns. It's ridiculous.
Fight is definitely winnable, but it's just not worth the effort, IMHO. The risk:reward ratio is completely skewed, even more so than the other ridiculous stuff BB likes to pull (day 30 necrosavants popping out of the bushes, lol).