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I find it really strange that the first stage of this fight is harder than the next ones.The sheer number of tentacles make Archers undesirable which can be really annoying if you don't have a full party of melee units.
I tried doing it on day 120 or so but couldn't win for that reason. I did the Black Monolith instead and it was much easier. Random terrain generation can also screw you hard.
Just one question: How can you tell when the stages progress? Do the tentacles look different? Or does the game tell you?
I just went through that fight with no losses. The tentacles in the 2nd and 3rd phases didnt bother to attack except for 3 times. Anyone else experienced this?
What i found from the log was that their melee skill is 80 rather than 60. Only damage i took in that fight was 47 or57 (cant remember for sure) vs 421 heavy armour / battle forged.
Btw. i can recommend this formation: from left to right column of 3/ column of 4/ column of 3 / column of 2 . The ones in the front lines have to have very good melle skil.
Towards the end move that entire thing closer to kraken and have two 2-tile weapons in front, ideally one polehammer and a billhook.
I don't think it's a particularly well designed encounter, because it's hugely dependant on terrain.
If most brothers start in murky water, the huge penalty on melee skill will quickly cause a chain of pulls, leading to inevitable defeat.
On solid ground, it's manageable, as long as one keeps a tight formation.
I only lost my sergeant from several focused attacks in the second stage. I didn't bring him because a sergeant is needed, but just to have an extra polearm.
Anyway, if bad terrain: ranging from "way too RNG-dependant" to "impossible".
If good terrain: boring but manageable with some patience.
EDIT: this is super-annoying. For the last 2 achievements I need to level up a new sergeant. I need petrified scream (alp loot) for the potion of oblivion.
And I need to fight the rachegeist to craft the legendary sword.
Higher defensive requirements than other bros? I.e. does he get attacked by multiple tentacles?
The tentacles seem to grab way more than strike, so they left the bro alone for the most part. Also since he was by the kraken and all the other bros were 8 to 9 hexes away (most of the time), the tentacles focused on the group and were not in range. I am sure he was between 30 and 35 melee defense and a full 300/300 armor.
By curiosity how many kraken battles do you launch for making this guide ?
Did it today. The strategy of having the goblin trophy guy 2 tiles away the whole fight was really helpful. He did take the most damage out of anybody, but he saved the one guy who was on his way to getting eaten.
The start:
https://steamcommunity.com/sharedfiles/filedetails/?id=1659607921
The savior:
https://steamcommunity.com/sharedfiles/filedetails/?id=1659608003
The end:
https://steamcommunity.com/sharedfiles/filedetails/?id=1659608109
I have to say, I disagree with the OP about acid flasks. It did 3 turns of about billhook level of damage (according to combat log, but it looked like more on the armor display on the beast) so was well worth bringing on my goblin trophy guy. I would have brought 2 if he had bags.
Also key to know is tentacles have no zone of control. Hugely important fact. Use the first turn to make your position the best it can be and a guy getting dragged, once he's freed he can run past tentacles no problem.
None of my guys had pathfinder. May have been a problem if I started deep in the swamp, but I'm not sure if anything could save you anyway if you did. Dry land is necessary, I think. Other than that issue, I think the fight is great.
You are the first person I've heard of winning without Pathfinder (not that I did a ton of research), but you did have a pretty favorable map layout to where you wouldn't have needed it.
My only problem with the fight conceptually (since I haven't tried it) is this issue with swamp spawning. It feels like too much of a roll of the dice to where you might just die because there is no land nearby.
Pathfinder just means you get to move an extra tile on bad ground and accrue less fatigue doing it. Definitely not as important as high melee attack and may not be enough if there's no patches of land (i.e. contiguous ones, isolated single tiles help you hit the tentacles but not get freed by fellow bros before being moved). I can't retry it for a worse start given ironman, but I think the main thing I will change next playthrough is more 2nd wind potions (like almost everybody) and 2-3 acid flasks instead of 1. Potions are better in this fight given no zone of control, and so they are available basically the whole fight for emergency fatigue. That would offset the fatigue part of pathfinder without having to be nerfed whenever fighting on flat ground the rest of the game.
I think pathfinder wouldn't change anything in a bad map. The real issue is the big penalty on melee skill, wich lower the odds to break the tentacles. The fight is very long, so if the map is bad and you have to stay in deep water the entire time, you will fail a couple rolls at some point. And it's all over at that point.
The fight itself is interesting, but an unlucky map roll makes it impossible.