EW5 update 2.1.1 (march 2022)
Sept 10, 2022 2:56:50 GMT
๐๐ณ๐ฐ๐ต๐ด๐ฌ๐บ, Gerd von Rundstedt, and 1 more like this
Post by jonblend on Sept 10, 2022 2:56:50 GMT
Sept 9, 2022 1:25:02 GMT sh88 said:
Now I would ask some detailed advice because I still stuck on this mission๐
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Sure, here are the generals and their equipment:
If you have the medals, then you could replace one of the 10 boots with 13 boots and put 11 boots on nelson to free up his accessory slot for the energy ring or bismarck amulett. Every point of movement (multiples of 3) counts. In hindsight, I'd probably have Jhansi and Nobunaga exchange their badges.
Skill wise, more levels on defense master will help and increased chances for navigation to trigger could help against cleopatra and the other arty general. A few more points in defense and HP is possible but it probably won't show much effect. In case you have Washington, swap him with Mulan.
[Yi Sun-sin is much better than Moctezuma because bugle stacks with spy and/or leadership, he gets more range when on a ship (but movement is fixed to 12) and the damage reduction aura can prevent much more HP lost (and thus help the team maintain their damage output) than Mocte can heal.]
Now for strategy, there are a lot of things that can go wrong. Most enemy generals have rumor or can lower our stats and most of our guys have "only" a chance of 50 % to get no retaliation. If key generals take too much damage, get debuffed too often or worse have to skip a turn thanks to rumor, then it's restart time no matter how well you executed the game plan - which is the worst part of this mission.
Plan to take several attempts at this. You'll probably also need some tries to figure out which tiles to use/avoid if you want to draw certain generals towards your team or prevent this from happening. Last but not least, give everyone some decent accuracy/hit stat because misses tend to occur if around or below 300.
I first tried blueberry's approach since it's more f2p friendly but found it hard to beat richard in time and setting him on fire rarely worked for me. I then shifted to having him follow the northern team and whittle him down with counterattacks and multi target skills. However, this gives him more chances to trigger rumor and less HP for Nobunaga/Mulan/Pachacuti.
Iron Duke's "all to the west" plan allows you to rotate our generals in terms of who gets targeted and we get to use the commander skills more effectively. It comes with the downside of rage bar management, that is to say don't kill everything with Jebe/Pacha but leave some kills for Nelson/Jansi/LiH so they build up their auras for timely use. Here it's important to predict how much damage they will deal in order to have a guaranteed kill but also use most of the damage potential. The biggest weakness of this strategy (which screwed me over twice) was the part where one/two generals are moving back on the central land mass to prevent the two starting buildings from being captured by the tank spam. On this route, they have to defeat an archer general who can be a run ender because he has rumor, leadership and spy and there might also be a tower still standing.
So, the changes I made were to cut a few cut-able corners from the iron duke video in order to squeeze in killing the archer general across the river at the beginning as suggested by blueberry.
-If you can afford it to maybe loose some HP, try to attack melee opponents while standing next to them. Getting counterattacked will yield more rage points. This combines well with try to always flank enemy generals before starting to hit them.
-Use the suggestion of killing the tank with Pacha with a crit or high damage roll on turn one so we can attack twice and collect rage points.
-Flank hannibal on turn one (LiH left and Pacha right) before everybody else (who can't reach the archer gen) attacks. This will draw in a basic archer that will serve to fill Pachs's rage and we can activate his aura right at the beginning of turn 2.
-Finish the archer gen and from now on it's catch up with iron duke's video. You can be a little more efficient at belisarius' spot and the place where it's possible to draw even is by using gungir scarlet flash (boosted by at least 2 auras) to take out the artillery general, normal artillery and tower at the NW factory. Yi Sun-sin moves in to take the building and everyone continues to either cross the river or move east.
-Instead of using Thunder (again, aura boosted) on alexander I recommend targeting cleopatra while standing next to the no-name arty general because these guys have rumor.
-The second hannibal can be lured in which means we don't have to fight him in this narrow passage above the tower. Saladin can move in as well if you're standing below and to the right of the tower that has a "moat" but I found it easier to take him on after destroying the castle.
-The general (not Jebe, Pacha, Nobu, Mulan) who is damaged/out of position the most at turn 10/11 should make his/her way to the starting buildings so he/she can help our tank defend against the enemy sneak attack. (in my case it was LiH)
And most importantly, good luck and don't get frustrated too easily