Sorcerer King: Rivals

Sorcerer King: Rivals

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Hello There Sep 28, 2016 @ 11:49am
How do I defend shards?
I was thinking that it was a matter of finding the army attacking them and destroying it, but in my latest game my home shard is 'under attack' and there are no hostiles nearby. I tried sitting an army on top of it in case that helped but a dozen turns later I received the event that my shard was heavily damaged.
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Showing 1-10 of 10 comments
Biz Sep 28, 2016 @ 4:00pm 
raise mountains to close off passages that let enemies get to them
make and upgrade outposts on the routes that remain open
Hello There Sep 28, 2016 @ 5:40pm 
There are no enemies on them. Just a little darkling sprite dancing there that appears when I receive the event.
RawCode Sep 29, 2016 @ 7:31am 
sadly, outposts are faulty plan, road provide same 8x bonus for SK units, making defence painful.
Star Lord Sep 29, 2016 @ 10:59am 
how do you upgrade Outposts? I've never seen an option to do so.
vivas Sep 29, 2016 @ 12:47pm 
Originally posted by Star Lord:
how do you upgrade Outposts? I've never seen an option to do so.
Pioneers upgrade the outpost's, just bring them there.
Frogboy  [developer] Sep 29, 2016 @ 5:02pm 
I build and upgrade outposts. That's my main thing. I also will use magic to put walls of fire in games I have that power.
RawCode Sep 30, 2016 @ 2:58am 
can we have "destroy road permanently" spell of something?
Star Lord Sep 30, 2016 @ 9:36am 
Originally posted by vivas:
Originally posted by Star Lord:
how do you upgrade Outposts? I've never seen an option to do so.
Pioneers upgrade the outpost's, just bring them there.

Awesome! Thank you.
legion248 Oct 8, 2016 @ 4:02pm 
The only certain way to defend shards is to remove all monster camps and block SK spawns from reaching the shards with outposts/armies. Given that SK can spawn new camps anywhere via events its something that will beat you given suffcient time/RNG.

Terrain manpulation can work as well but is rather mana and micro intensive if wish to claim the shard as well.

Also something to note that SK armies may take several turns to do there damage during which the force will be unable to be interacted with and gradually kills itself off sucide bombing the shard. The force remains visable during this period even though you can no longer do anything.
The best defense is a strong offense. The SK needs to suicide its units into the shards to damage them. Kill the units and drive them back to his stronghold- where they spawn. This takes care of 99% of the problem. What is left is the occasional weak single units which spawn off the lieutenants which a backup team can take care of. In some rare cases the SK will actually make a city, this is a high priority to take out, otherwise you’ll have to divide your attention and spawn camp the city and the stronghold.

^ this all works very well on normal and hard. On insane I find the biggest challenge is getting my army across the map before the SK takes down too many nodes- e.g. it becomes more difficult the bigger the map is and the further away the SK is.
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