Lords of Infinity

Lords of Infinity

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Royalist Battle Guide
By Tiago
Guide for Chapters 11a and 12a.
   
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Good and bad points of non-saboteur royalist endgame
THE GOOD

The first and more important is the possibility to considerably increase grenadier square influence in 11a.

The second is the possibility of turning Leannejouwe into a friend, although at the cost of some Royalist influence in chapter 10.

The third is the possibility of turning Gado into a friend.



THE BAD

The first and more important bad point is the unavoidable damage to the regiment, that although much smaller than in a Wulframite Endgame, it is still there unlike a saboteur that can avoid it entirely.
______non-Saboteur____________________Saboteur_________________



























The second is a Shipowners exclusive: the unavoidable %-20 club influence loss in 12a.

Chapter 11a: A wild Meran has appered!
First About Wulframite Mob: the base value is 20.
Then there is Hunter Support that is normally at 40 if it was not lowered.
Finally there is Royalist Mob that is: 75 - (Wulframite Mob).

Wulframite
Wulframite Power
Hunter Support
Mob
+1 mob for each 2
+1 mob for each 4
Morale
100 if WP is 150 or more
80 if WP is 100 to 149
60 if WP is 50 to 99
50 if WP is 1 to 49
40 if WP is 0

First or Second Squad Loyalty
Loss of strength
Loss of morale/Influences
>=50
0
0 if Wulframite influence is bigger then Royalist
>=35
-4
%-10 if its up to 20 smaller
>=20
-8
%-20 if it's more than 20 smaller
<20
-12


  • #I should inspect the men one last time, just in case.
    • endgame time + 1, Disciplines 1st and 2nd squad %+5
  • #I should address the regiment, make sure that there are no…misgivings.
    • endgame time + 1, Morale 1st and 2nd squad:
      %+10 if charisma >=65 , %+5 if >=45 or nothing if less
  • #If I must fight, I'll do so prepared: I don my knightly arms and armour.
    • endgame time + 1 and wear armor
  • if there are still possible reinforcement
    • #We still have reserves available. I use them to replace our losses.
      • strength + reinforcement and 2nd squad stats %-(reinforcement)



endgame time
result
>= 2
+10 W-Mob
>= 4
+20 W-Mob


Meran

  • #We cannot afford to get entangled here. We must find a way around.
    • endgame time + 3, inf_grenadier_sq %-20, 1st and 2nd squads morale %-10
      Grenadier square is looted
  • #We must charge the mob! Quickly, before Grenadier Square is overrun!
    • #First squadron will lead the attack.
    • if 1st squad morale and/or discipline < W-mob: -3 strength for each
    • W-mob -20
      • if commander is Blaylock and mentor >= 2: 1st squad: -4 strength,%-5 morale and loyalty
        • if commander is Blaylock and mentor < 2: 1st squad: -8 strength,%-10 morale and loyalty
      • if commander is Sandoral and mentor >= 2: 1st squad: -2 strength and +2 endgame time
        • if commander is Sandoral and mentor < 2: 1st squad: -3 strength and +4 endgame time
      • if commander is Garret and mentor >= 2: 1st squad: -4 strength
        • if commander is Garret and mentor < 2: 1st squad: -6 strength and +3 endgame time
    • #Second Squadron will lead the charge.
      • if 2nd squad morale and/or discipline < W-mob: -3 strength for each
        • if wearing armor and soldiering >= 45: -1 strength, %+10 morale and W-mob -20
          • soldiering >= 50: -3 strength and W-mob -20
            • if soldiering >= 30: -5 strength and W-mob -20
              • soldiering < 30: 2nd squad strength - 8 and morale %-10, 1st squad strength - 4 and morale %-10, endgame time + 6 and Grenadier Square is looted, -5 health if armored or -15 if not
  • if intellect >=45:
    • #We will attack with both squadrons in concert, along parallel streets.
      • if 1st and 2nd squad morale and discipline >= W-mob: 1st and 2nd squad morale %+5
        and -20 W-mob
      • if morale and discipline of 1st squad >= W-mob: 1st morale %+5, 2nd squad morale %-5, 1st strength -2, 2nd squad strength -4 and -20 W-mob
      • if morale and discipline of 2nd squad >= W-mob: 1st morale %-5, 2nd squad morale %+5, 1st strength -4, 2nd squad strength -2 and -20 W-mob
      • ]if 1st and 2nd squad morale and discipline < W-mob: 1st morale %-5, 2nd squad morale %-5, 1st strength -4, 2nd squad strength -4
        • if (morale or discipline of 2nd squad) and (morale and discipline of 1st squad) >= W-mob: -20 W-mob
            otherwise: morale %-5, 2nd squad morale %-5, 1st strength -3, 2nd squad strength -3, endgame time + 3 and Grenadier Square is looted, -5 health if armored or -15 if not
  • #We must try to drive the mob off, without bloodshed if possible.
    • endgame time + 1
      • if wearing armor and soldiering + charisma >= W-mob_str + 20: -10 W-mob and 2nd squad morale %+5
        • if charisma + discipline >= W-mob_str + 30: -10 W-mob and 2nd squad morale %+5
          • and if charisma + discipline <W-mob_str + 60: in 1st and 2nd squads -2 strength
        • if charisma + discipline < W-mob_str + 30: 2nd squad morale %-15 and strength - 4, endgame time + 3 and Grenadier Square is looted, -5 health if armored or -15 if not
  • #I must call a parley and see if I cannot convince the mob to withdraw.
    • endgame time + 1
      • if played tassenswerd and Meran hates you:
        • endgame time + 6 and Grenadier Square is looted
    • if Meran likes you or if in Rendower and inf_club + inf_wulframite >= 100:
      • #If Meran thinks I'm on his side, I might be able to misdirect him…
        • W-mob- 20 and endgame time + 3
    • #I cannot talk down Meran, but I can turn the mob against him.
      • if in rendower: inf_club %-10, if charisma >=55 success andif charisma >=75: -20 W-mob
        • if charisma < 55:1st and 2nd squads -3 strength and %-5 morale, endgame time + 6 and Grenadier Square is looted
  • #This isn't my fight. I'll withdraw and find another way to the Northern Keep.
    • endgame time + 3, inf_grenadier_sq %-20, 1st and 2nd squads morale %-10
      Grenadier square is looted


If Grenadier Square was saved:

  • if suffered any loss of strength:
    • #I'll leave my wounded here, both for their safety and to aid in the defence.
      • endgame time + 1, 1st and second squad morale %+10, inf_grenadier_sq %+15 and help +1
  • #I can spare a few to help fortify Grenadier Square.
    • endgame time + 1, inf_grenadier_sq %+15 and help +1
    • #I'll send out patrols to rally any nearby supporters and bring them here.
      • endgame time + 2
      • #My need is the greater. The volunteers come with us.
        • inf_grenadier_sq %-10 and if inf_Royalist >= 60: mob followers +40
          if inf_royalist >=40: mob followers +20, otherwise mob followers +10
      • #We can afford to leave half here, but we must take the rest.
        • inf_grenadier_sq %+5, help +1 and if inf_Royalist >= 60: mob followers +20
          if inf_royalist >=40: mob followers +10, otherwise mob followers +5
      • #The volunteers would only slow us down. We leave them all here.
        • inf_grenadier_sq %+15, help +2



      endgame time
      result
      >= 10
      +30 W-Mob
      >= 7
      +20 W-Mob
      >= 4
      +10 W-Mob




Chapter 11a: The Pointy-eared are meddling!
Takaran Guns

  • #"We must all go to the Queen's aid, without delay—even if it means abandoning this enterprise."
    • if in overseas and inf_club + inf_royalist >=80: +50 royalist mob followers
      • if inf_royalist >=60: +50 royalist mob followers and +1 endgame time
        • if charisma >=65: +50 royalist mob followers and +2 endgame time
          • otherwise +2 endgame time
  • #"Very well, my lord. Send your volunteers in. We have your backs."
    • endgame time + 2, get the takaran guns,royalist mob -20
      and achievement 55 Minutes in Aetoria
    • #"Give me a few minutes, I'll convince them otherwise."
      • +2 endgame time:
        • if charisma >= 50: if reputation >=60: +40 royalist mob followers, if >=40: +20
          or if < 40: +10
        • if charisma < 50 and reputation >= 50: +10 royalist mob followers
    • #"You've got them this far. Surely you might try to rally them again?"
      • if in Overseas and inf_club >= 45: endgame time +2 and royalist mob followers +25
  • #"I fear I cannot help you, my lord. The Queen's need is immediate."
    • inf_royalist %-20 and 1st and 2nd squad morale %-10, if in Oversaes: inf_club %-20



Northern Keep


endgame time
result
>= 16
+30 W-Mob
-20 W-Morale
>= 13
+20 W-Mob
-10 W-Morale
>= 10
+10 W-Mob
-5 W-Morale



  • if 1st + 2nd squadron strength >= W-mob +25: Advantage 1
    • if 1st + 2nd squadron strength + mob followers >= W-mob +25: Advantage 2
      • otherwise: Advantage 3

Part1:
  • 2nd squad %-5 morale and discipline, 1st Squad Casualties
    • if 2nd squad morale + discipline >= W-mob: 2nd squad -4 strength and W-Morale -20
        If advantage 1: early end or if advantage not 1: to part2
    • otherwise: 2nd squad -10 strength and %-10 morale and discipline, plus W-Morale -10
      • if armored and advantage 1: early end, otherwise: part2
      • if not armored: if soldiering < 45: -10 health, if advantage 1: early end, otherwise: part 2
[/list]

Part2:
    • 2nd squad %-10 morale and discipline and 1st Squad Casualties
    • if 2nd squad morale + discipline >= W-mob: 2nd squad strength -4 and W-Morale -20
        If advantage 2: early end or if advantage not 2: to part3
    • if 2nd squad morale + discipline +20 >= W-mob:
      • W-Morale -10 and 2nd squad strength -8, if soldiering < 25: -10 health
        • if not armored soldiering < 55: -15 health
          • if advantage 2: early end, otherwise: part3
    • otherwise: 2nd squad strength -12 and health - 20, if advantage 2: early end, if not part3

Part3:
    • 2nd squad strength -12 and %-10 morale and discipline, 1st Squad Casualties and horse dead
    • if armored -15 health, if not -30

1st Squad Casualties
  • 1st squad %-10 morale and discipline,
    • if 1st squad morale + discipline >= W-mob: 1st squad strength -4
    • if 1st squad morale + discipline +20 >= W-mob: 1st squad strength -6
    • otherwise: 1st squad strength -8



Royalist Mob Followers is added to Royalist Mob



Wulframite Morale
Wulframite Mob
>= 40
-10
>= 30
-20
>= 20
-30
>= 10
-40
< 10
-60
Chapter 12a: The Queen's Dragoons!
Stats
  • Royalist Mob get an extra +20, plus (100 - Wulframite Power ) divided by 5.
  • Cuirassier strength starts at 80, -10 if endgame advantage 1 or 2, and -10
    if Royalist mob followers >= 40
  • Evac time starts at 4, with +1 if Wulframite Power is >=100 and -1 if <50
  • if inf_wulframite >= inf_royalist then inf_wulframite becomes 1 less than inf_royalist.


  • #"Damn your elusiveness, and where have you been this whole time?"
    • cazarosta %-5

Time

endgame time
result
>= 16
inf_royalist %-20, lefebvre %-15 and grenadier strength of 45
>= 12
inf_royalist %-10, lefebvre %-5 and grenadier strength of 60
>= 8
inf_royalist %+10, lefebvre %+5 and grenadier strength of 85
or if <8
inf_royalist %+15, lefebvre %+10 and grenadier strength of 85


  • #"With all respect, Majesty, I find such measures intolerable."
    • if inf_royalist < 50: lefebvre %-10
  • #"How do we fare elsewhere in the city?"
    • if Grenadier Square was not looted: lefebvre %+5


If did Reform Activity: militia is added to Royalist Mob


Lefebvre

  • #"I will do my utmost, sir."
    • lefebvre %+5
  • #"I can offer no assurances, but I will try."
  • #"The lives of your men are subject to the requirements of the service; no more, no less."
    • lefebvre %+5
  • #"I haven't seen such concern for life before from you, sir."
    • lefebvre %-15



Wulframite Power
result
>= 125
+60 W-Mob (or +40 if rendower is disrupted)
+30 W-Morale (or +20 if rendower is disrupted)
>= 75
+40 W-Mob (or +25 if rendower is disrupted)
+15 W-Morale (or +10 if rendower is disrupted)
>= 25
+20 W-Mob (or +10 if rendower is disrupted)
+10 W-Morale (or +5 if rendower is disrupted)
< 25
+10 W-Mob
+5 W-Morale


Shipping Exchange


  • #I would rather lose time than men: send Reyes and his sharpshooters in.
    • Evac time +6
  • #We have no time for delays: send in the Grenadiers!
    • Evac time +2 and grenadier strength -20 (or -10 if in shipowners)
  • #I'll not sacrifice professionals to this slaughterhouse. Send in the militias!
    • Evac time +2 and lose all militia

Achievement L'Homme Armé Doibt on Doubter and if in shipowners inf_club %-20


Preparing
#I'll send for the Takaran guns and arm the militias with them.

  • #"Intendant, how much covering fire could your Skirmishers give us from here?"
    • Unlock choice if reyes >= 50, if in Reform and inf_club >=40
      • or if didn't go to SM in Guns and Lewes and The Experimentals lived
    • #It's time to put Reyes' sharpshooters in position to cover the shore batteries.
      • Evac time +1 and unlocks sharpshooter support
  • if the takaran guns were taken in 11a:
    • #I'll send for the Takaran guns and arm the militias with them.
      • Evac time +2 and R-Mob +60
  • if there is R-Mob
    • #If we could organise the militias properly, they may prove more effective.
      • if in Reform and inf_club >=50 :Evac time +1 and R-Mob +30
        • if in Reform and inf_club <50 :Evac time +1 and R-Mob +20
          • if soldiering >=50 : Evac time +2 and R-Mob +20
            • otherwise: Evac time +2 and R-Mob +10


Attacking
if Admiralty was disrupted in chapter 10: Evac time -4 and achievement Double Cross

  • if there is R-Mob
    • #"Send in the militias."
      • if evac time >= 6: -25 R-Mob, Evac time +2 and Cuirassier -10
        • if sharpshooter support: -25 R-Mob, Evac time +2 and Cuirassier -15
          • or if R-Mob mob >= Cuirassier: -25 R-Mob, Evac time +2 and Cuirassier -15
            • Otherwise: R-Mob to 0, Evac time +4 and Cuirassier -10
  • #"Commit the Grenadiers."
    • if evac time >= 6: -15 Grenadier, Evac time +2 and Cuirassier -10
      • if sharpshooter support: -15 Grenadier, Evac time +2 and Cuirassier -15
        • or if Grenadier >= Cuirassier: -15 Grenadier, Evac time +2 and Cuirassier -15
          • Otherwise: -30 Grenadier and Evac time +4
    • if Grenadier went to 0: lefebvre %-15
  • #"Order the Dragoons to dismount and attack."
    • if evac time >= 6: 1st and 2nd squad strength -6 and 3rd -4, Evac time +2 and Cuirassier -10
      • if sharpshooter support: 1st and 2nd squad strength -10 and 3rd -6, Evac time +2 and Cuirassier -15
        • or if Discipline + morale of both 1st and 2nd Squads >= Cuirassier:
          1st and 2nd squad strength -10 and 3rd -6, Evac time +2 and Cuirassier -15
          • Otherwise: 1st and 2nd squad strength -15 and 3rd -10, Cuirassier -10 and Evac time +4


If Grenadier Square was not looted: Evac time -1, or if it had help >= 3: -2 time
  • If there is no R-Mob, Grenadier is below 30 and Squads combined strength is below 60:
    • Evac time 15 and outcome is FAILURE
    • otherwise continuing:
Chapter 12a: Outcome
Attacking 2


  • if there is R-Mob:
    • #Call the militias forward
      • if sharpshooter support: -25 R-Mob and Evac time +2
        • or if R-Mob mob >= W-Morale: -25 R-Mob and Evac time +2
          • Otherwise: R-Mob to 0 and Evac time +4
  • if there is > 30 Grenadiers:
    • #Commit the Grenadiers.
      • if sharpshooter support: -15 Grenadier and Evac time +2
        • or if Grenadier >= W-Morale: -15 Grenadier and Evac time +2
          • Otherwise: -30 Grenadier and Evac time +4
    • if Grenadier went to 0: lefebvre %-15
  • if combined squad strength is >=60:
    • #Bring up the Dragoons and send them across.
      • if sharpshooter support: 1st and 2nd squad strength -4 and 3rd -6 and Evac time +2
        • or if morale of both 1st and 2nd Squads >= W-Morale:
          1st and 2nd squad strength -4 and 3rd -6, and Evac time +2
          • Otherwise: 1st and 2nd squad strength -10 and 3rd -8 and Evac time +4

Evac time
result
>= 14
W-Mob -30
>= 12
W-Mob -20
or if >= 10
W-Mob -10


If Grenadier Square was not looted: Early Ending of the Battle

  • #There's been enough death and destruction today. We should try for a warning shot.
  • if intellect >= 45:
    • #We should shoot to disable one of Crittenden's ships, without harming her crew.
      • Royalist forces +5 and Wulframite forces -5
  • #We have one shot, let us do as much damage as we can: sink one of Crittenden's ships.
    • Wulframite forces -5

Achievement An Engineered Victory

if Evac time < 6 Achievement What Pierdefense Doing?

If Evac time < 15: Battle Outcome: Success by cannons
If Evac time => 15: Battle Outcome: FAILURE


If Grenadier Square was looted: Continuing the Battle

Assault Forces
Condition
+1
Grenadier >= 30
+1
Combined Squad strength >= 60
+1
More than 0 R-Mob

Condition
Assault Power
Grenadier >= 30
+20
Grenadier >= 45
+30
Grenadier >= 60
+40
Grenadier >= 75
+50
Dragoon Power < 30
+10
Dragoon Power>= 30
+15
Dragoon Power>= 45
+20
Dragoon Power>= 60
+25
Dragoon Power>= 75
+30
Dragoon Power>= 90
+35
if morale + discipline in 1st or 2nd squad >= 60
+5
or if morale + discipline in 1st or 2nd squad >= 90
+10
or if morale + discipline in 1st or 2nd squad >= 120
+15
for each 25 R-Mob
+10

Negotiation

  • #Let us try to negotiate their surrender.
    • If in Admiralty and inf_club is bigger than W-Morale:
    • inf_club %+10 and Battle Outcome: Success by negotiation
      • if charisma is more than W-Morale: Battle Outcome: Success by negotiation
        and if in Admiralty inf_club %+10
        • Otherwise: Evac time +2 and battle



Battle



  • #Only a general assault will end this quickly.
    • #I must lead my command in person. It's the least they deserve.
    • or #I've waited too long to close with the enemy! No longer!
      • If Combined Squad strength >= 60: 1st and 2nd squad strength -6 and 3rd -4
        • if Assault power >= (W-Morale + Wulframite Power):
          • Battle Outcome: Success by Assault
        • If Evac time > 14: Battle Outcome: FAILURE
          • #"Kill as many of them as you can." : %-5 reputation
        • if Assault power < (W-Morale + Wulframite Power):
          • if (Assault Power + soldiering) >= W-Morale + Wulframite Power):
            • if is armored or soldiering >= 65
              • Battle Outcome: Success by Assault
                • if soldiering >= 35 : -15 health and Battle Outcome: Success by Assault
          • if (Assault Power + soldiering) < W-Morale + Wulframite Power):
          • if soldiering >= 70: 1st and 2nd squad strength -6 and 3rd -4, if armored : +25 Assault Power otherwise +15
            • if Assault power >= Wulframite Power or W-Morale: then Battle Outcome Success by Assault
          • if soldiering >= 45: 1st and 2nd squad strength -8 and 3rd -6,- 15 health, if armored : +15 Assault Power otherwise +5
            • if Assault power >= Wulframite Power or W-Morale: then Battle Outcome Success by Assault
          • if soldiering < 45: 1st and 2nd squad strength -10 and 3rd -8, if armored : +5 Assault Power and - 20 health
            • if Assault power >= Wulframite Power or W-Morale: then Battle Outcome Success by Assault
    • #I'll not hazard my skin for a mere gesture.
    • or #No, I'll not fight if I don't have to.
      • if Assault power >= Wulframite Power or W-Morale: then 1st and 2nd squad strength -10 and 3rd -8 Battle Outcome Success by Assault
        • if Assault power < Wulframite Power or W-Morale:then 1st and 2nd squad strength -16 and 3rd -12 Battle Outcome Failure
    • #We have no choice but to dig in and wait the enemy out.
      • Evac Time becomes 15 and Battle Outcome Failure



    Dragoon Power

    1st squad dragoon power
    2nd squad dragoon power
    3rd squad dragoon power
    strength >= 75: +15
    strength >= 75: +15
    strength >= 50: +10
    strength >= 50: +10
    strength >= 35: +5
    strength >= 35: +5
    morale or disciple >= 60: +10 each
    morale or disciple >= 60: +10 each
    morale or disciple >= 60: +10 each
    morale or disciple >= 40: +5 each
    morale or disciple >= 40: +5 each
    morale or disciple < 60: +5 each
    Lieutenant with Mentor 2: +10

Chapter 12a: Endgame Forces
Forces

Royalist force
Wulframite Force
Evac time > 14 and Wulframite power >= 125: +85
Got the Takaran Guns: +25
Evac time > 14 and Wulframite power >= 75: +65
Evac time > 14 and Wulframite power < 75: +45
+((Dragoon Power - 20) divided by 2)
Evac time >= 12 and Wulframite power >= 75: +65
+((remaining reinforcement - 20)divided by 10)
Evac time >= 12 and Wulframite power < 75: +45
Royalist Mob >= 25: +5
Evac time >= 10: +40
Royalist Mob >= 50: +10
Evac time >= 8 and: +35
Royalist Mob >= 75: +15
Evac time >= 6: +30
Royalist Mob >= 100: +20
Evac time >= 4: +20
Royalist Mob >= 125: +25
Evac time >= 2: +10
Royalist Mob >= 150: +30
if Rendower or Admiralty are disrupted: -15
Grenadiers >= 45: +10
Cuirassiers <= 45: -15
Grenadiers >= 60: +15
Cuirassiers <=60 : -10
Grenadiers >= 75: +20
Cuirassiers <=75 : -5

Wulframite Power
Royalist force
Wulframite Force
>= 140
+10
+40
>= 120
+10
+35
>= 100
+15
+35
>= 80
+15
+30
>= 60
+20
+30
>= 40
+20
+25
>= 20
+25
+25
> 0
+25
+20
0 or <
+30
+15
My endgame:
Royalist forces of 103 and Wulframites of 35
Lower money because of getting loyaties to >= 50 (-3600)
17 Comments
DeathNote Oct 16, 2023 @ 2:17pm 
Thank you so much Tiago. My transfer stats for my squadron became Dis 45 Mor 41 and loy 41.
DeathNote Sep 3, 2023 @ 5:13am 
Fantastic. I will have to look for that then. Picking age 25 for your character isn't as beneficial as it used to be because you don't get the bonus to soldiering anymore. I'm trying to min max my character and squad but that is difficult if you have to pick age 18
Tiago  [author] Sep 2, 2023 @ 1:08pm 
I just remembered i did a walkthrough for Sabres.
Tiago  [author] Sep 1, 2023 @ 8:34am 
Normaly Lanzerel, sometimes Harlech. Always the castle for the +8 stat speech.
DeathNote Sep 1, 2023 @ 3:47am 
Who was your sergeant in sabres? 65 is very high for discipline. At the end of sabres did you protect the castle or participate in the charge?
Tiago  [author] Aug 30, 2023 @ 10:00am 
I believe it was 65/45/65 at the end of Sabres with Lanzarel, as for Forlorn Hope i think didn't do it in the save i used for Lords because i wanted +1 in Autonomy and a better relationship with Havenport.
DeathNote Aug 30, 2023 @ 4:01am 
Do you remember what your stats for your squadron were at the end of sabres/beginning of guns?. Also did you do the forlorn hope in that playthrough? Thank you so much for answering my questions Tiago :)
Tiago  [author] Aug 29, 2023 @ 4:13pm 
My troops stats in Lords became 43/35/35 in chapter 7 thanks to having ended Guns with more than 65 of strength and having high autonomy stats.
11a will always results in some losses at the end, only by going saboteur those can be avoided, but besides that loss one can avoid others and can even get some increases to other stats.in 11a, 11b on the other hand has no losses but less stats increases.
Then its important to have more stats than there is mob, this is basically done by lowering Wulframite Power enough.
DeathNote Aug 29, 2023 @ 2:53pm 
My guns stats were Dis 65 Mor 76 and Loyalty 67. Which in lords became Dis 37 Mor 37 and Loyalty 32. You also managed to have a bloodless charge. How did you do that?
Tiago  [author] Aug 29, 2023 @ 2:40pm 
I think whats was the most important for that result was how good my Guns save is: there was almost no losses (93) and very high stats (65/55/55 i think), then in Lords i simply took every chance to increase stats and avoided all losses i could.