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Post by sh88 on Mar 27, 2022 18:56:59 GMT
Since the last update seems introducing an extremely long marathon to buying/updating general and gather medals, I think should be helpful to share some advice about where to spend them to have the best team, assuming that you need 8 general for the last mission.
Personally I'm now focus only on the archer trail, whit the other I was just able to reach the first step with 200 medals reward. This is the golden team in my mind, all of them should include all the commander available:
Archer: Washington(Catherine), nobunaga, yi sun shi, Nelson, li honzang, pacachuti,janshi,Mulan
Artillery: Napoleon(*), li Shimin, Bismarck,heiachiro,Khalid,Cleo,koxinga,Columbus
Cavallery: Gengis(shingen),Attila, blutcher, Saladin, Asoka, Edward, suryothai, hannibal
Infantry: king Arthur (spartacus), Caesar, Alexander, Barbarossa, Richard, Peter,Petain, xerses
>I choose high damage/defence debuffs over all the rest since It seems that the endgame quest is just a matter of killing tanky generals and quick advance, not about survival capacity. From all of them infantry team is maybe the hardest to choose. We still speaking about involving the 60% of the whole pool of generals, 80-85% maybe if we include the second choices or personal preferences with just a fistfull of clearly weak general out of the list like Henry, El Cid or wolfe
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Post by sh88 on Mar 29, 2022 16:12:05 GMT
Update archer trail 8:you can skip killing the towers, I was able to win on turn 21 but I still don't know exactly which are the targets to kill and how is possible to reduce the turns
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Post by blueberry on Mar 29, 2022 16:37:09 GMT
Update archer trail 8:you can skip killing the towers, I was able to win on turn 21 but I still don't know exactly which are the targets to kill and how is possible to reduce the turns You have to wipe out the enemy, occupy the buildings and destroy the two forts/town centres, from what I could see (and you can avoid destroying the towers, as you said). The only way to do it fast is to split your troops, but I'm still not sure how exactly (my best result is 18 turns). I suggest first focusing on Hannibal and the archer general on the other side of the river (Richard won't move as long as you are at least at two tiles of distance from him), then splitting your troops. Be wary of sudden attacks by Alexander, Saladin, and the second Hannibal in the north, try to stay far from them if you can't reach them with a gen with leadership. Luckily artillery generals rarely move. To save time, have one general from the northern group cross the river to take the archery building. Also remember to use healing princesses.
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Post by Nobunaga Oda on Aug 8, 2022 14:43:00 GMT
Anyone has anything else to add?
Arty trail is... questionable for the most part. You're greatly encouraged to get the 7* anti-unit bonus (butchering Bismarck's usefulness here) to destroy key targets and buy commanders (Heihachiro and Khalid) to take on field units of various kinds. This is in opposition to their assigned role to destroy structures (castles, towers, gates and walls) and weaken softer targets (archers).
Inf 5: You're forced to fight a world war enemies spread across the map with individual gens. Without item swapping and key gens, each of your gens are well along their way to Valhalla. Not to mention the enemy's arty storm which must be countered almost at the same time as Athena and Loki's charge: right from the onset.
Archer 5: Seems to be the same as inf 5.
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Post by sh88 on Aug 8, 2022 15:13:36 GMT
Anyone has anything else to add? Arty trail is... questionable for the most part. You're greatly encouraged to get the 7* anti-unit bonus (butchering Bismarck's usefulness here) to destroy key targets and buy commanders (Heihachiro and Khalid) to take on field units of various kinds. This is in opposition to their assigned role to destroy structures (castles, towers, gates and walls) and weaken softer targets (archers). Inf 5: You're forced to fight a world war enemies spread across the map with individual gens. Without item swapping and key gens, each of your gens are well along their way to Valhalla. Not to mention the enemy's arty storm which must be countered almost at the same time as Athena and Loki's charge: right from the onset. Archer 5: Seems to be the same as inf 5. Actually the bottlenecks of all the trails for me are: inf 5-7, arch 8, and cav 8. Arty trail is very easy since the new artifact add simply too much point related Arty's poor stats that makes the whole trail nerfed(I was able to finish with only 5 not fully upgraded 5-6 star generals). Inf 8 the same is a piece of cake after passing inf7 that is the hardest of whole game. Cav 8 need also many attempts, same level of inf 7, just more smooth because cav can attack multiple times,that make the difference. Archer 8 until now is the only mission that I cannot finish 3-star even with my 8-superteam 90% upgraded, the best was 2stars and now I'm stuck. All the rest of the mission I was able to finish after just the first try or few attempts later without doing something special like save/load or swapping or complicate strategies. The most painful part actually is grinding medal to upgrade all such generals and skills and items that you need to pass from one level to another. That part was so brutal
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Post by blueberry on Aug 8, 2022 18:37:23 GMT
Anyone has anything else to add? Arty trail is... questionable for the most part. You're greatly encouraged to get the 7* anti-unit bonus (butchering Bismarck's usefulness here) to destroy key targets and buy commanders (Heihachiro and Khalid) to take on field units of various kinds. This is in opposition to their assigned role to destroy structures (castles, towers, gates and walls) and weaken softer targets (archers). Inf 5: You're forced to fight a world war enemies spread across the map with individual gens. Without item swapping and key gens, each of your gens are well along their way to Valhalla. Not to mention the enemy's arty storm which must be countered almost at the same time as Athena and Loki's charge: right from the onset. Archer 5: Seems to be the same as inf 5. I wrote something about it in the update thread
Archer 8 on page 3 Cavalry 8 on page 4 Infantry 7 on page 6 Artillery missions are easy
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Post by jonblend on Aug 13, 2022 13:11:39 GMT
I just finished infantry#6 with 3 stars.
The idea is to have at least 21 movement on every general, then send them all to the north and by turn [5/6/no later than 7] you should go back and head south while one general finishes off the castle and up to one leftover enemy. He (in my case Alexander) can then cross the water and help with the next castle). Save up as much of the artifact skills as possible and unleash them in the south in order to break through to the castle.
Generals skills and equipment used:
Caesar70; 10,10,1 with 2/4 Paladin, Solar sword and Dusk amulet
Alex70; 1,8,1 with Mystletainn and 2/4 Keel
Richard70; 1,8,1 With Gungnir and 2/4 Titan
Barbarossa70; 10,10,1 with 2/4 Paladin and Golden Mask
Petain60; 6,5,1 with Odin set
Beowulf70; 1,1,8 with Thunder
Tip1: On first turn, move everyone except for Barbarossa and Caesar who start attacking to the north in order to not draw out the archer general. On your way back, draw him out to a more accessible location. Also, if you get rumored during the first two turns it might be better to restart.
Tip2: Positioning your generals next to towers puts them below minimum range and the towers can be attacked to build up rage on your way back. Or you take them out earlier since they only take 2-3 hits. However, they are not part of the mission targets.
Tip3: There could be a road block in the south when three generals are not leaving their positions around the mine/trap. Eat the 800 dmg and give them an aura boosted gungnir scarlet flash
And some hindsight notes:
I had to use beowulf (who died because he takes to much damage for his logistics to recover) because peter is not in shape yet. But he's probably better already at 60 just for his aura; I'd even go so far and say that three lv6 auras could also have done the job. Caesar's healing aura was not needed at such a high level but I felt this was necessary for infantry#5. Giving 3/4 Keel to Alex might make him fast enough for him to better take the land route.
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Post by jonblend on Aug 13, 2022 19:17:58 GMT
Aaand infantry#7 was also possible
I figured that there might be an actual chance for victory after a few unfinished attempt to understand the AI and enemy positions. Luckily, I wasn't blocked at the last gate and some of my 80% skills managed to land. Also, blueberry 's strategy up to turn 5 and recommendation of blocking the bottlenecks in the west worked wonders. Richard in the north west (27 movement would be even better) and Barbarossa in the west came over to the middle where Petain was assisted with Leadership on Dark Arthur and an aura boosted scarlet flash. Barbarossa embarked on turn 6 and proceeded to assist the eastern team. He was really the MVP with debuffing Zeus and fast build up of his inf commander skill. Alexander with Mystletainn's ragnarok (boosted by aura) was able to clear all the spam around the NE castle so my generals could move in and finish the mission on turn 20.
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Post by blueberry on Aug 13, 2022 20:06:33 GMT
Congrats! You'll see that mission 8 is a walk in the park.
About the enemy spam blocking the gate: I think that before taking Zeus's building, all the spam is orientated westward, and starts moving eastward after you take that building. So, since they can move only 2 tiles, you have 1 turn to move a general inside the walls before they block every tile.
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Post by jonblend on Aug 14, 2022 15:39:27 GMT
Congrats! You'll see that mission 8 is a walk in the park. About the enemy spam blocking the gate: I think that before taking Zeus's building, all the spam is orientated westward, and starts moving eastward after you take that building. So, since they can move only 2 tiles, you have 1 turn to move a general inside the walls before they block every tile. Thanks and yes, it was And this time, Beowulf with Aegis shield was quite useful.
As for the paranoia of getting blocked, I immediately put one general on one of the tiles behind the gates on the same turn that I defeated Zeus because I didn't want to let the opportunity pass. It took 4 more turns to move to the castle hex by hex.
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