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Post by truhses on Mar 13, 2022 3:46:21 GMT
Hold 2 targets for 14 moves developers mistake? On normal difficulty, you had to capture 1 target. Hard jobs always repeat norm... If not, is it possible to complete this task?
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Post by yuanzhong on Mar 13, 2022 4:32:57 GMT
I can take 2 targets but fail to keep them for 14 turns. So strategy for this stage is don't take first target soon (because it will remove the shadow parts and you will be grinded). I can take 2nd target 4 turns after taking 1st target so may be keeping 1st target alone until 10th turn then take it and rush for 2nd at 14th turn. This my estimated way, not yet try because of busy in rerolling 😆
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Post by truhses on Mar 13, 2022 9:01:48 GMT
I can take 2 targets but fail to keep them for 14 turns. So strategy for this stage is don't take first target soon (because it will remove the shadow parts and you will be grinded). I can take 2nd target 4 turns after taking 1st target so may be keeping 1st target alone until 10th turn then take it and rush for 2nd at 14th turn. This my estimated way, not yet try because of busy in rerolling 😆 On turns 4-6, super cavalry destroys opponents in their unit and swims to another. I did not fight to the end, but I think by the 12th -14th move they will kill everyone anyway. Counter infantry is powerless against them even with stakes. In the water they have a level 3 frigate. Legend scenarios with a strong enemy involve cunning or maneuver. So in normal difficulty. So I think it's a bug. If this is not corrected, it will take a lot of drums and even more luck.... The most unpleasant thing is that the path to the precious Mamluks is closed
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Post by yuanzhong on Mar 13, 2022 9:12:43 GMT
I can take 2 targets but fail to keep them for 14 turns. So strategy for this stage is don't take first target soon (because it will remove the shadow parts and you will be grinded). I can take 2nd target 4 turns after taking 1st target so may be keeping 1st target alone until 10th turn then take it and rush for 2nd at 14th turn. This my estimated way, not yet try because of busy in rerolling 😆 On turns 4-6, super cavalry destroys opponents in their unit and swims to another. I did not fight to the end, but I think by the 12th -14th move they will kill everyone anyway. Counter infantry is powerless against them even with stakes. In the water they have a level 3 frigate. Legend scenarios with a strong enemy involve cunning or maneuver. So in normal difficulty. So I think it's a bug. If this is not corrected, it will take a lot of drums and even more luck.... The most unpleasant thing is that the path to the precious Mamluks is closed Only 1 unit can pass the sea. It's better not the Teutonic. Smash it and keep it alive with shattered morale. This is my plan.
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Post by yuanzhong on Mar 13, 2022 9:15:35 GMT
truhses,like in picture. I deployed only Richard for test purpose and it seems work. I don't use any drum in this trial.
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Post by andrei on Mar 13, 2022 9:15:51 GMT
On turns 4-6, super cavalry destroys opponents in their unit and swims to another. I did not fight to the end, but I think by the 12th -14th move they will kill everyone anyway. Counter infantry is powerless against them even with stakes. In the water they have a level 3 frigate. Legend scenarios with a strong enemy involve cunning or maneuver. So in normal difficulty. So I think it's a bug. If this is not corrected, it will take a lot of drums and even more luck.... The most unpleasant thing is that the path to the precious Mamluks is closed Only 1 unit can pass the sea. It's better not the Teutonic. Smash it and keep it alive with shattered morale. This is my plan. Cnut with Dromon is the best one to be placed in water first turn.
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Post by yuanzhong on Mar 13, 2022 9:30:42 GMT
Only 1 unit can pass the sea. It's better not the Teutonic. Smash it and keep it alive with shattered morale. This is my plan. Cnut with Dromon is the best one to be placed in water first turn. I don't have Cnut 😅😅. And when he's on water, 2 enemies can attack him. So it's more annoying IMO.
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Post by andrei on Mar 13, 2022 9:43:57 GMT
Cnut with Dromon is the best one to be placed in water first turn. I don't have Cnut 😅😅. And when he's on water, 2 enemies can attack him. So it's more annoying IMO. If You have high level Dromon they are doomed. Cnut is very strong in water with his unique item upgraded. He will die of course, but will make his job in the process. His active skill helps as well.
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Post by truhses on Mar 13, 2022 12:09:58 GMT
A knut against two knights dies in one move. I tested Knut on a level 2 dromon plus caesar and aetius on the shore (three vs three). Caesar from the shore allowed the whip to weaken the enemy twice. The counter infantry hits weakly, but holds on because of the cheval de frise. The Knut hits hard but gets a strong response as it has melee infantry. Outcome: killed two and half damaged the third, losing them all. I think with three squads on the shore and drums it is possible to defeat the super cavalry.
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Post by andrei on Mar 13, 2022 12:50:39 GMT
A knut against two knights dies in one move. I tested Knut on a level 2 dromon plus caesar and aetius on the shore (three vs three). Caesar from the shore allowed the whip to weaken the enemy twice. The counter infantry hits weakly, but holds on because of the cheval de frise. The Knut hits hard but gets a strong response as it has melee infantry. Outcome: killed two and half damaged the third, losing them all. I think with three squads on the shore and drums it is possible to defeat the super cavalry. It is for sure You will need several drums if You want to complete mission now, without waiting for upgrades of Your units. You put Anti cav equipment, than move into the water with Dromon. It is important to block the way to Cnut with someone and it is important that it is Melee cav unit is on the shore, not the archer cav. In that case this unit won't be able to retaliate to Cnut's attack from water. Use Cnut's ability as well. But everyone on the right bank of the river will die anyway. Main firepower needs to be placed on the left river bank. Best combo is someone like Narses/Aetius/Lancelot with Woad raider + Ravenna + any speed cav unit supported with the general having Desperate Wager (Belisarius). Use someone with Calmness to reset Desperate Wager who will provide multiple attacks to You archer. I made it with Ceaser (Calmness), Belisarius (Desperate Wager) and Atilla (attacker with multiple attacks because of insane mobility). Of course it is easier than with Narses + Belisarius + Theodora, but it means f2p will require higher units' upgrades than mine...
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Post by truhses on Mar 13, 2022 13:22:56 GMT
"What is Jerusalem to you, Saladin?" "Nothing ... And the whole world!" (Kingdom of heaven) Allah Akbar, victory! Left army: Atilla and Richard in front with siege equipment, Alfred, Beowulf second line. Knut on a dromon lvl 2 in the water. The right army of "300 Spartans" - Caesar by the water, Aetius, Belisarius. All with cheval de frise level 2. He treated Knut and Caesar (4 drums), he treated the rest with tents. Perhaps occupied 1 city too early when the last super cavalry remained with 50%. She moved towards the city, but was surrounded and finished off. Then he cleared the forts of archers with Beowulf and Knut while the cavalry was rebuilding. Attacked the 2nd city by Richard and Alfred with Saladin in reserve. "300" Spartans survived. No casualties.
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Post by Erich on Mar 13, 2022 13:57:30 GMT
With enemies’ HP like this, it’s excellent to have Detain or Master Arsonist. Those skills truly shine in those situations.
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Post by yuanzhong on Mar 13, 2022 18:37:46 GMT
My strategy worked. About 12 drums was used (may be less if I don't want my Beowulf always full HP).
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