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Or that the AI didn't know how to properly use Muskets.
The AI was improved in 1.0.2 and doesn't really make these kinds of mistakes anymore. They put their essence to good use and have a good understanding of how to use their units.
That battle was hard enough before as it required certain things to trick the AI into wasting their essence on inefficient things.
But now that it uses their tools properly, I have a hard time imagining how to do that.
How's that possible as the campaign came out with release?
Wait, there actually was no NDA. They just kindly asked us not to spoil anything.
Thanks for validating me. Felt like I was missing something.
It was a challenge even for me and I've played the game to death. You've really gotta pull out all the stops with cheesing it. Iirc for the first mission you need to make heavy use of dreaths having first strike, musketeers being able to attack multiple times with spells and your pikeneers being the ones to soak up damage, while keeping losses at a minimum. Using spells for damage doesn't come up as often as you want at this point in the game, but it's also an invaluable option. It's difficult for sure but once you have the formula down it is very much designed for you to make a comeback, even after you take heavy losses after bossfights.
Other casulties have been minimal. I combined the tinkerers and split up my pipers instead.
Once you gather enough essence for justice even in round one you take down hellbreaths and that's basically it. Not even a need for a single fireball.
- split pipers, join tinkerers
- put musketeer to the front to agro sassanids and brutes
- keeping pikeneers alive and as main DMG dealer as much as possible (which means using initiative, buffs on them)
- destroying hellbreath with justice as soon as you get enough essence
After some tries with these tactics and some luck I've managed to secure victory on Overwhelming difficulty for this fight
As Skybsky suggested you need to split the pipers to have 2 groups of 6. Pikeners should go top as they will be able to move out of hellbreath's range. Put the two pipers near the top too. On the bottom you have your tinkerers and your musketeer.
If enemy should blast your pipers, they will survive. Spread them out so both can't be killed by fireball. Never have units clumped for fireball. In my case the AI played defensively, keeping both of their melee near their ranged units.
Put forward your musketeer with the +1 movement spell on the SECOND hill and shoot the assassin. 1 or 2 should die. In my case my musketeer died due to ice bolt + I their musketeer shooting. Kill their hellbreath with justice first chance you get after this. In the meantime, move your pikeneer on the top edge and always out of range of their ranged unit and brute. Later, I killed the assassin with ice bolt and moved my pikener towards the pipers but still out of range of everything else. You need to kill the pipers as they provide essence for the deadly spells.
In the meantime move your tinkerer toward their musketeer. One time the brute stood in the way, but in another case I could attack the overextended musketeer with movement boost. Either way, you want to lock the brute into combat with the tinkerer, so won't got after the pikeneer. This gives your pikeneer a chance to go down and pick off the pipers and go towards your tinkerer to help. Use movement spells to reach your targets. If you do well, the brute should be the last enemy and tinkerer + pikeneer together should be able to kill it.
Ended the fight with 4 tinkerers, 7 pipers and 12 pikeneers the first time. Second attempt left me with 1 tinkerer, 6 pipers and 30 pikeneers.
1) All your units has at least 2 hexes between them( Even in the first round). Using the random teleport spell has a 3 in 4 chance of getting your units where you want if you position them correctly. ( hint, your unit cannot teleport on a hex that is occupied by another unit/ terrain feature).
This is to ensure that the hellbreath shot only hits 1 unit in the first round, and prevents the AI from casting meteor ( which will wreck your troops)
2) Combine the tinkerer stack and split the piper stack. I like a 1/11 split.
3) Use the high ground
4) It helps if you manage to sneak your pikeman around the map and assasinate the enemy pipers, preventing them from casting spells)
I took about 10 tries to beat the first battle, pissed me off lol
Is it bad that I more associate it with farcry?
Well we absolutely admit that it's difficult, and we like that, But it shouldn't be impossible, I'll send this discussion to our lead game design guy!
this.
I'm back! We did a few tests now in the office, and something that's very practical is that we are on a WAY varied scale when it comes to skill, Our lead game designer is vastly better than me for example, I mostly play on a casual fair or try real hard on Worthy, while Carl really enjoys overwhelming.
First of all, we get that this is a hard one, its a skill based gate-keeper really. There to make sure that you "get" the game because to be fair, the Barya campaign is overall the trickiest.
We both did this fight twice, both lost the first time and both won on the second try, I did it by following the stellar advice here and he did it all by himself. Now he won by a lot, I didn't but I did manage to grab that win from the jaws of defeat.
That cannon will decimate you, so its up to you how much it will take. I did the mistake of making two stacks of pipers (that wasn't the mistake) but I combined them into 11 and 1, and I placed them too close to each other, so the cannon killed the small stack and hurt the other, meaning I had less essence to play with.
I used Justice on the annoying cannonball-spitter and used haste on my pikemen, used high grounds etc to do the main work, after that I was mostly mopping up.
To be fair a lost a lot. But I did win, and if I can do it, you can too, because I sure as hell haven't completed the other campaigns on overwhelming.