Expeditions: Viking

Expeditions: Viking

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Eoforwic bridge event (Ghosts of the Empire - spoilers inside!)
Bloody brilliant planning there.

"Hey, you know that bunch of Vikings running around the place kicking ass?"

"Yeah, whutabutit?"

"Let's try to arrest them under false pretenses with a handful of garritroopers"

Hue ensues.

That guy certainly does not deserve to keep the throne.
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veevoir May 6, 2017 @ 1:03pm 
I kinda hoped there is an option to support him for a change in the whole Two Kings line. So when I invade they'll have a weak king. But no such luck :(
Certainly would have been nice.

I do wish the devs spent more time on the game. It's a diamond in the rough, and while still something admirable, it would have been so much more glorious if it were fleshed out properly :(
That fight is very tough, esp if you play on insane. The enemies outnumber you and most likely outgun you. It is to encourage you to willingly submit yourself and then break out later.
Berten May 6, 2017 @ 1:44pm 
The breaking out part is rather easy, and gives you no downside.

You also get some gear at the end, a decent sword (you probably have no need for this one), decent spear (neither for this one), helmet with coif (should be the best helmet you have when you get it) and mail coif (of course the best armor you could have when you get it, BUT makes you a snail).
Originally posted by The Mogician:
That fight is very tough, esp if you play on insane. The enemies outnumber you and most likely outgun you. It is to encourage you to willingly submit yourself and then break out later.
I ended up with three light wounds.

Having a tank character fire up "Protect" helps a lot. Gives you plenty of time to pick off non-shielded enemies. Puffball is too easily countered with Ranged Shot, so don't bother.

I did that with three archers, one tank, and two support (medic/leader) characters, so things are obviously different for other parties. Pretty sure heavy-armored melee group would find the fight far easier.

About the first enocounter that had me actually pause and consider skill use other than aimed- and quick-shot with Inspire (Playing on custom 100% damage to player and enemies).

Originally posted by LGN Berten:
You also get some gear at the end, a decent sword (you probably have no need for this one), decent spear (neither for this one), helmet with coif (should be the best helmet you have when you get it) and mail coif (of course the best armor you could have when you get it, BUT makes you a snail).
Nice gear... but my character is not going to risk submitting everybody to Northumbrian "mercy."

The deal-breaker for me in that encounter was refusal to let the rest of my hird go. Screw that, you have responsibility to your men first and foremost (yes, I am a shameless roleplayer XD)

Edit: Bah, and you can't even go into the King's Hall to give him a stern... ah, talking to.

Much disappoint, thought the dialogue with the Bishop regarding the arrest attempt was pretty amusing.

"I heard you were to be arrested"
"Strange. Really?"

Snarky Viking is snarky.
Last edited by 76561188078797539; May 6, 2017 @ 2:03pm
dukenathan May 6, 2017 @ 2:56pm 
So, here's a workaround. If you walk into York, and find that you're about to be arrested, load the autosave (which trigged when you walked in), and walk out. Then go to wherever you had your ship, and SAIL into York instead.

No one stops you at the docks, and you can walk right into the cathedral and finish the quest. The arresting party doesn't respawn the next time you go to York, either.
But you miss an opportunity to show everyone they really, really, REALLY don't want to mess with you, though.
IgnoreSandra May 6, 2017 @ 4:27pm 
I like the event. It makes sense for Osred II to find out you're trying to overthrow him after you publicly talk about doing that with the Bishop (I'm halfway through this currently, and my money's on the bishop being the one to tip Osred off.) and come up with some false pretense to get you out of the way. It makes sense he'd spare no expense in concentrating his strongest fighters to stop you with the best weapons and armor available. It forces you to use your less preferred characters in combat, like at least once. In my case, it explicitly rewarded me for giving everyone a combat skill instead of having four camp followers, as well as not being as diligent about salvaging as I probably should have been.
Last edited by IgnoreSandra; May 6, 2017 @ 4:28pm
matiyev.es Nov 18, 2022 @ 1:55am 
Ok, I know it's late for this, I just decided to try the game now and I just have to write about this battle. I chose death before dishonour and won the battle unscathed, not even light injuries and I haven't even reached the 5th level of the skills. I did it in 3 simple steps:

1) Neutralise the archers.
The archers are the most OP of the whole bunch, they ignore the armour and with quick shot and hailstorm...yeah, they are pretty much medieval Rambo. So the first step is to ne
neutralise them by constantly casting demoralise and scattershot, which massively hinders their accuracy. Still, pray to your gods that the % is on your side.

2) Fortify your position.
Next problem to worry about is the melee fighters. The problem with these is without a doubt their OP shields and armour. But those seem to completely dissapear when the fighters are prone. Hence, you can try to surround your position with grease pots. Fire and acid pots help too, as the armour of the melee dudes doesn't seem to be prepared to deal with fire and poison, so they do recieve a disproportionately high damage from these sources.

3) Brace yourself.
The last preparation would be to maximise your own resistance, and you can do that with tyr favour and/or having one dude with "protect" and one single set of OP armour, helmet and shield and have him cast protect on the squishiest of your companions.

ANd hopefully that's it. The companions that I used were Asleif, Ketill, Nefja, Gunnar and Roksva.
Last edited by matiyev.es; Nov 18, 2022 @ 1:59am
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