![]() Turns: 11+: get out northern brothers who are probably almost dead at this point (smoke grenades, rotate if got stamina across ranks), flank and finish off main nothern group with priests. Turns 6-10: hold north (you may need keeping boss there disarmed/stunned), attack and destroy eastern enemy group. May be some quick hand bros can have couple of nets to help with clearing necros instead of bandage or smoke grenades. All attack units, still holding formation as much as possible, are focusing only necros. Turns 2-5: hold formation by tanks with shield walls on the east and wait all flasks and grenades to soften the enemy formation there. Turn 1: get in formation, throw grenades, holy water, acid flasks in front of east and south-east tanks #0, #1 (see detailed diagrams in the next section). That's the battle to use all your holy water flasks you hopefully kept. Strategy: hold/stall northern enemy group till mid battle, kill necroes ASAP, clear eastern enemy group and turn north to finish the battle. Here is my strategy, usually no casualties and not too difficult, all bros are veterans in good gear. So, with or without Shield Expert, a standard heater shield only needs to block 32 attacks before it breaks. Oh yes: and Shield Expert doesn't increase the durability of shields against blocked attacks, because it merely halves damage to a minimum of 1, and damage from blocked attacks is already at that minimum. Although a shieldwall would make it a little harder for the necrosavants to hit the tanks, the necrosavants will remain alive and keep on attacking the tanks (and eventually hitting them) if they aren't counter-attacked. Although riposte has a -10 penalty to hit-chance without mastery, Sword Mastery removes that penalty and also allows the standard +10 chance-to-hit of regular sword slashes, so that the difference in chance-to-hit is actually +20 with mastery and the tanks only need 65 melee skill to have a 50% chance to hit the unarmoured necrosavants (who tend to surround them in the early rounds of the fight, thus sparing the rest of your company). I think that Riposte+Indomitable is more effective than Shieldwall+Indomitable, because a shieldwall doesn't increase defence enough to minimize enemy hit-chances (due to diminishing returns) and riposte allows the tanks to make a surprisingly valuable contribution to damage (even using standard noble swords against undead BF armour). ![]() Take spare shields on them - even 1 damage per attack can eventually destroy the shield. ![]() Though if you have really good shieldwall + indomitable cycle tanks, you can do without that. (Wiping out any necrosavants that engage the centre should also be a priority, of course.) After a while, there should be spaces for your 2-hander troops to gradually move out from the centre without being imperilled by pikes (or necrosavants or The Conqueror), and then they can pick-off the rest of the ancient pikes (who will remain in position to attack the shield-users) one or two at a time. That will make it much easier for your 2-hander troops (clustered in the space between the shields) to make quick work of each small pocket of ancients that moves against the centre, prioritizing taking out the ancient pikes with AOE and/or 2-tile attacks. If you have four shield-users positioned on your front and rear flanks, with the rear shields placed three tiles behind the front ones (and half-a-tile to the outside of them), the enemy will gradually move around your formation so that the vast majority of them (both shields and pikes) are surrounding your shields. Shield-bearers are better able to evade pike attacks, but also they contribute a lot less damage, and you need most of your troops to be wielding weapons with both hands. Unless you have ridiculously exceptional combat statistics, you won't be able to beat it by just charging in with a default formation consisting of a "frontline" and "backline", because eventually all of your troops will be within range of many ancient pikes with high accuracy and high armour effectiveness. I suppose that beginner combat difficulty adds +5 to your hit chances and deducts the same from enemy hit chances, but everything else is the same. ![]() The Monolith is always the same 47 opponents, regardless of day or difficulty settings.
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