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What I really like about this one more than the usual Kraken cheese strats is that it lets you deploy more team members, as often the cheese strats want you to only deploy one bro, which is a problem when your roster is 11 or more.
I've also found it's quite a lot faster than the one bro strat, especially the second kraken phase. Faster, safer and more reliable without the need for a 'god' bro carrying the game :D
What happens if everybody is hidden? You said the tank should never be hidden.
For terrain, its a similar situation as if you try to put in 12+ mercs requiring lots of land or everyone invested in pathfinder and REALLY high stats. I've found I have more luck with just a few and spread apart as far as you can in the formation like this (dots are bros) -> ..----' ----..
There is quite a lot more bushes than you'd think, I only failed to get a merc in bushes twice and only one of them resulted in him getting pulled, but he cut himself out and moved into bushes before getting eaten so it really wasn't that bad. As I said, taking adrenaline for the double-turn or pathfinder for an extra tile or so movement would also help. I only had one with pathfinder and it was ok. With formation spread out you can move the back rank bros far enough that the Irrlicht can't 'see' them if you have land to move across.
As for your second question; if no merc is visible the Irrlicht home in on the bros (I don't know the specifics for choosing, only that it was never the bro with the trophy) and can place themselves next to the hidden bros, ruining your stealth. From there its luck whether you move near enough another hiding spot while being pulled.
I tested this a few times to make sure that the first success wasn't a fluke :)
If they cant be seen, then they cant be grabbed. That's why I make use of the reeds for 'Hidden' buff and staying 8+ tiles away from Irrlicht, out of LoS, with the polearm dudes. The head itself has no vision, it just uses devour on whatever is beside it.
You really do assassinate the kraken.
The reason I don't use all twelve is because its hard to hide all of them. Far easier to use a few bros on either end of the back rank. Formation image:
https://steamcommunity.com/sharedfiles/filedetails/?id=2330892968
Shield is different from the one in my other images, but it has the same value.
The polearm mercs only need to be hidden in bushes in the early rounds, when moving to be 8+ tiles away from the irrlichts. Once the latter can't see them, they can move close to the kraken without needing to hide in bushes.
It wasn't a LW or Glads campaign, and I had a full roster of 20 and so had to take 11 mercs into the swamp. Luckily, 11 was exactly the number of mercs I had who had either higher initiative than the irrlichts (100+) or high fatigue and the Adrenaline perk.
In round 1, all the high-initiative ones were able to move off to one side or the other and hide in reeds. One or two of the high-fatigue ones got snared in round 1 and/or round 2, but they were able to break free and use Adrenaline and then move forwards and hide in reeds near the kraken. There were no good tiles anywhere close to the kraken, but there were lots of reeds into which the attackers were able to move.
With the goblin trophy, I was using a pure shield tank with low melee skill and no reach weapon, but with melee defence so high that (once positioned on a good tile and attacked by enraged irrlichts from swamp tiles) all the hit-chances were just 5% without even needing Shieldwall.
I didn't bother trying to attack/kill the irrlichts at all. The tank was hit once, on the head, and lost 22 HPs + 5 bleeding damage. That was our only hit sustained in the entire fight. Some of the attackers weren't even wearing armour, making their fatigue higher for potential Adrenaline use in the early rounds.
If using a shield tank with not so high defence (or without managing to find an isolated good tile), taking a Second Wind potion and using a rare shield with -1/-2/-3 fatigue build-up per skill use would allow permanent Shieldwall.
In the first 2 rounds, I'd moved the shield tank back to an isolated good tile, the attackers forwards into hidden tiles within reach of the kraken, and the high-initiative ones off to hidden tiles to the sides. Once most of the high-initiative ones were out of the irrlichts' sight, I just left them where they were and they played no role in the fight.
I had 4 high-fatigue attackers in reach of the kraken for most of the fight. There were also a couple of high-initiative ones who also had the Adrenaline perk, and so I positioned them within reach of the kraken and kept using Adrenaline each turn until their initiative was lower than that of the irrlichts, and which point (once the kraken was edging close to death anyway) they were able to join in making attacks.
Once the irrlichts were enraged and attacking the shield tank, they always ended their turns immediately after making their attacks, meaning that the high-fatigue attackers no longer needed to bother waiting turn, and the 2 high-initiative attackers were also able to attack (waiting turn first if/when their initiative had slipped back to being higher than the irrlichts').
The initial removal of the kraken's armour by the attackers was expedited by 5 flasks of lindwurm acid. The kraken has Resilient, and so takes damage from each flask for only 1 turn rather than 3, but 5x20% = 100% and, in theory, ought to remove all the armour, but it only removed about 50% of it (maybe because the body armour is unaffected). It was still a good help, though, since the 2-tile weapons being used were 2 longaxes, 1 polemace and a jagged pike (another jagged pike and polemace finally got involved in the late rounds). One longaxe, 1 polemace and 1 jagged pike were rare variants with slightly better armour damage. One of the pike users was able to switch to a whip and inflict multiple stacks of bleeding once the armour was gone.
Super-cheesy, but much better than spending all day on the fight and wasting a perk point on Recover :p
First of all, thank you for the awesome guide. Helped a lot.
Now some tips from my side for those who want to try this guide.
Essential prerequisites:
Good to have:
The main steps to defeat the kraken
@The one who has hats: maybe you could move this tutorial to the "Guides" section to make it a bit more discoverable? Searching in the forums for it is a bit of a pain.
Were you using the "Faster" mod? I think that can cause Kraken issues.
Yes, so i guess i will disable it for this fight, thanks
By the way, this method is so hard with a full squad, i had 9 guys hidden and my tank in the edge with 8 tentacles and suddenly one tentacle went down and stopped adjacent to a hidden guy, that was his doom, dunno what caused that change.