Thronebreaker: The Witcher Tales

Thronebreaker: The Witcher Tales

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Hard time in act2 vs Scoia'tael.
I cannot pass them, they are too ♥♥♥♥♥♥♥ op and my cards are too weak. They are dealing a ton of damage on my units and I have nothing to kill them. :/
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Is Eyck with you? Get Rayla to summon him after a bunch of your fodders (pikeman, war wagon...) die. Most battle can be won easily by points since they tend to do multiple 1 damage attacks and eyck get powered up by 2 for each hit.

As soon as that swordmaster or whatever that instakill a wounded unit appears, throw a removal on him.

Rayla + anything to reactivate her (Reynard, Xavier, Decoy) means you don't care about RNG.

Stray bomber both row works. Stray Slinger is great for lining annoying ones up or if you have Meve's flail, use it.
Alchemist is situational but it can wipe away tens of points if used correctly. I never have much luck with it though.

If you by chance, have the spike trap (damage 2 everything that enter row), it would be easier but I only unlocked it much later.

Also, you can gather enough money for like a single arbalest. The Lyrian units are still recruitable. Puzzle battles or special rule battles have specific solutions and even in standard battle, their decks are generally one trick pony. Focus fire on 1-2 cards with either arbalest, wagenburg or any high damage trinkets and it break down.

Wargenburg needs special timing to pull off since it's too squishy but wiping a whole row of elves and buffing Rayla all the way up is so satisfying.

I never played Gwent before and it was a little rough but Rayla and Eyck basically carried me through the whole act.
I feel like the game gave you Rayla specifically to deal with Scoia'tael, which fits the story.
Τελευταία επεξεργασία από bullno1; 9 Ιουν 2021, 8:36
I didn't take Eyck with me and didn't have cards that deal enough dmg for that unit who instant kill a wounded card. :/

I changed the difficulty in exploration mode, but thanks. :)
upgrade the Lyrian schytheman and equip Meve's ability to give +4 to one of your dudes. If you activate the upgraded schytheman's ability it will instantly give him +7, have a bunch of them around that's an easy win.
Make sure rayla and odo are in your deck - they have great synergy. As times goes on and you add the engineer guy (I forget exactly where in act 2 you get him) the synergy becomes monstrous/ludricrous. Rayla passively gets stronger with each scoiatel death so being offensive is handsomely rewarded.

For units, I use roughly 3 wagons to act as board flooders to boost your lyrian archer damage as well as punish the enemy if they try to sweep your board, 5 x archers, 5 x rivan pikemen, and then whatever else fits. I prefer to go with offensive weapon (broadsword I think? the one that does 4 damage) to help remove their threatening stuff, although you can certainly go with the bog standard boosting long sword + scythemen + banner which the scoitael enemies simply cannot keep up with if you keep boosting them.

If you have access to foragers and pathfinders those are helpful to remove fire condition and spy units they put on your side, though not strictly necessary. If you have them then 1 or 2 of each at most. You probably want the fire rune you picked up earlier to flexibly remove things and whatever else removal you can come up with, at bare minimum you have the traitor's coin.

Try to pick the order of your battles and use morale-boosting shrines strategically before the most difficult fights.

As you go through the act you will start picking up some amazing removal (thunder rod, artifact compression, alzur's thunder) so things will get better as you progress through the fights.
You have probably either finished or given up by now.
My tactic was pretty much learned when you first entered the woods and "rescued" the prisoners tied to the tree.
Someone mentioned earlier about the pit trap, I will go further and say to use the stray bombers (the ones who light up a row).

Combine the bombers, slingers and a pit trap or two and you are just piling on the damage. I try to take out anything that is damaging me, then whoever is buffing the enemies.

The flail comes most of the way through, but is a game changer when you use the Lyrian Banner. 3 enemies hit every second round, just rips them apart, and triggers loyalty if you are using some Lyrian units (make sure you use the slingers to knock the enemies into groups of 3+).

I also like the drummers to give me more units to play with. Just using a few drummers, say 3, the engineer character and Raynold, you can bring another 9 blitz units onto the board from the deck, not your hand. That is enough to turn pretty much any battle.
Αναρτήθηκε αρχικά από alation13:
You have probably either finished or given up by now.
My tactic was pretty much learned when you first entered the woods and "rescued" the prisoners tied to the tree.
Someone mentioned earlier about the pit trap, I will go further and say to use the stray bombers (the ones who light up a row).

Combine the bombers, slingers and a pit trap or two and you are just piling on the damage. I try to take out anything that is damaging me, then whoever is buffing the enemies.

The flail comes most of the way through, but is a game changer when you use the Lyrian Banner. 3 enemies hit every second round, just rips them apart, and triggers loyalty if you are using some Lyrian units (make sure you use the slingers to knock the enemies into groups of 3+).

I also like the drummers to give me more units to play with. Just using a few drummers, say 3, the engineer character and Raynold, you can bring another 9 blitz units onto the board from the deck, not your hand. That is enough to turn pretty much any battle.

+1. Stray bombers (and Decoy, if you only draw one), then everything else. I haven't even built any units.
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