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You simply CANNOT WIN with this technique. I'm having a hard time finding ANY tactic to win.
I didnt recruit eyk though, bcoz I hate him for competing Geralt.
nice tip btw, I beated Ardal by using Lyrian Calvary & Aretuza adapt
2 pitfall traps plus manticore trophy should be 5-6 damage, which is death on arrival for most of enemy cards; and then you have periodic damage from fire and stray cavalrymen. The 25 point cards should be bravehearts, I assume? It's OK to lose first round - just lure out bravehaerts and kill as many cards as possible.
Use the reinforce-weapon (remove 1, put out 2 from deck)
First round.
Adept(2x) (boost ballistas(x5) ), use reinforcement on ballista.
BOOM now U just weaken his units until he passes. Never kill anyone.
Keep filling up with strong units, or better yet, use spy+alchemist combo on his strongest.
Round 2.
pretty much the same except now use slinger+trap combo
Reinforcement again (adept) on slingers, (blacksmith) to reuse reinforcement trinket
when he use the darned (order-boost unit) try taking it out fast with dwarf hero and slinger/trap combo maybe arnjolf can help too
As before stop firing before units die. Use spy/achemist combo again and throw in gascon this time for good measure
Also reuse strategy card with blacksmith (the one which resets meve counter)
Well thats how I did it, if u are missing ballistas I cant help ya... :)
Sorry about not remembering the name of some cards....
https://imgur.com/a/HFthwb6
My deck was:
- Meve Longsword
- Lyrian Banner
- Trinket +4 health to a row
- Trinket +2 health all allies / 2 damage to all enemies
- Trinket Reinforcements
- Trinket boost lowest ally health by power of highest
- Isbel
- Reynard
- 2 x Nilf archer you can get early in the game (they auto deploy at start of fights)
- 5 x Scythe
- 5 x Drummer
- 5 x Alchjemist
- 4x Dwarf Shield (the one that can make ally have same health as them with order ability)
- 5 x Spy
My basic strategy was to make sure to only have one scythe in my opening hand along with one adept and trying to get Reynard into the hand (and not play him until the second round). I would them play my scythe first, followed by reinforcements to get them all on the board. I would then use the longsword ability, which would boost the health on all of them and shoot with the two bowmen. I would then play the adept and choose the Nilf archer, which results in the being instantly places onto the board. This gives a big opening and usually results in a pass by the enemy within a few more cards (which happened on this fight for me).
For the second round, I just try to make sure I have at least one dwarf, spy, alchemist, and drummer (also Reynard if I wasn't able to get him into the hand in the first round). With Reynard reseting all orders every time I use the longsword ability it is easy to get the board filled up and use the cards to get an overwhelming score.
Ideally I place the dwarves after the spys get back to my side of the board then use the alchemist to transfer the high number to them and use their order to pass it to others. Sadly, I got my spys very late this time, so that wasn't an option but everything still worked out.
Earlier in the game before I had the reinforcements card, I had been using 5x Pikeman with the 2x Nilf archers and 2x Nilf pikes as the opening. At that time, my deck also had 5x calvary and the trinket that plays 2x blitz cards. I used the same basic concept of getting a large force onto the board with a very high score. I just made sure to have a single pikeman in my opening hand and played him first to get all 5 onto the board with the 2 nilf archers and 2 nilf pikes. That gave me nine units on my first play of the round. As my untits upgraded to the + varients and I got the reinforcement trinklet, I was able to slowly convert to my final deck.
Thank you very much. just perfect strategy
(It does require quite a specific draw, but:
Strays slingers, artezura adepts to make about 11 of them, reinforcements to play them all, reynard plus to keep reactivating them, flail and lyrian banner for cooldown.
Black Rayla to place five pit traps at once. You can do so much damage per turn this way that the main problem is not killing more units per turn than his ability can pull.
Then pathfinders, barnabus, decoy, wolfsbane, blacksmiths to re-play decoy, wolfsbane, etc, to get as many turns as possible. You can empty out his deck in round one, then you have loads more cards than him and can easily clear again with a full set of ballistas and a blacksmithed reinforcements in round two.)