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Post by Nobunaga Oda on Oct 20, 2024 13:30:06 GMT
Has anyone managed to beat this one? I've got the first guy figured out, but it just takes so long to kill the second guy. The third actually seems pretty easy, if I could just get to him with more than three turns left... Interestingly, I still can't beat the first guy and my one clear was around turn 11-13, before the game crashed / closed as ET games tend to do (when I lock my phone). Tadakatsu almost never gets a critical attack even with 33% chance, the night effects somehow increased his resistance to all attacks.
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Post by Theron of Acragas on Oct 20, 2024 16:35:55 GMT
Has anyone managed to beat this one? I've got the first guy figured out, but it just takes so long to kill the second guy. The third actually seems pretty easy, if I could just get to him with more than three turns left... Interestingly, I still can't beat the first guy and my one clear was around turn 11-13, before the game crashed / closed as ET games tend to do (when I lock my phone). Tadakatsu almost never gets a critical attack even with 33% chance, the night effects somehow increased his resistance to all attacks. I used old Ieyasu (with his active you can completely neutralize his attacks), Date, Mori, Chosokabe, Kanbee and Yoshihiro. Hit with Kanbee's active first to reduce defense. On your second turn, surround and knock down morale, you get a couple turns to whale on him before you need to stop the ninjas getting to him (you do need to block the ninjas). You should be able to knock his morale down and finish him off around turn 8. If you don't have an endgame lineup, you're not going to be able to beat this level, you might as well throw all your best generals at the first two and take what rewards you can.
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Post by Nobunaga Oda on Oct 20, 2024 18:00:19 GMT
Interestingly, I still can't beat the first guy and my one clear was around turn 11-13, before the game crashed / closed as ET games tend to do (when I lock my phone). Tadakatsu almost never gets a critical attack even with 33% chance, the night effects somehow increased his resistance to all attacks. I used old Ieyasu (with his active you can completely neutralize his attacks), Date, Mori, Chosokabe, Kanbee and Yoshihiro. Hit with Kanbee's active first to reduce defense. On your second turn, surround and knock down morale, you get a couple turns to whale on him before you need to stop the ninjas getting to him (you do need to block the ninjas). You should be able to knock his morale down and finish him off around turn 8. If you don't have an endgame lineup, you're not going to be able to beat this level, you might as well throw all your best generals at the first two and take what rewards you can. At this point, "endgame" means something else. I barely used my very best gens to win Korea on hard and didn't swap gear or troops. I had some A-list, B-list, and a few weaker gens (Rairen and Kennyo). Martial Arena requires not only the A-team, but the very best gear, troops, and swapping. It cannot simply be "endgame" based on Campaigns, at the very least.
Tadakatsu (33% rate) still hits hard less frequently than Old Ieyasu (24%). Both of them, with Old Hideyoshi, Motochika, Motonari, and Kanbei worked. Turn 7, thanks to Ieyasu giving me a lot of 1,000+ dmg. Keiji, Yoshihisa, Shigehide, Monk Mitsuhide, Yamanaka Yukimori, and Musashi won by turn 19 after dividing the buffs among the gens. Didn't prepare Narimasa, but it didn't matter much. Brought Narimasa (Korean spearmen), Yoshihiro (Monk inf), Masamune, Kazumasa (Hand cannon), Masakage (never triggered Ikki-Uchi), and Yagyu Munetoshi (Akazonae inf). Munetoshi became KIA by the special attack and the enemy's attack despite my use of his active (IMO, both ought to be "melee" attacks and equally neutralised). The ninja and Narimasa were wiped out by the enemy's active + normal attack on Turn 1. Pushed him down to 5,000+ HP, but it doesn't matter since this will not be counted.
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Post by SolidLight on Oct 21, 2024 7:23:21 GMT
This one’s way easier than the last one. No one’s packing 20k+ HP and the bosses aren’t that much of an offensive threat.
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Post by Theron of Acragas on Oct 21, 2024 8:33:28 GMT
This one’s way easier than the last one. No one’s packing 20k+ HP and the bosses aren’t that much of an offensive threat. Yeah, they all have weird mechanics, but once you figure it out it's a straightforward clear. Use your best ranged units for the first guy, since the next two both have -75% damage. Second guy, use old Ieyasu and use the mechanic to reduce his morale. Third guy, I used Narimasa and Yoshihisa. Then just divvy up your best melee generals between the last two for an easy win.
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Post by SolidLight on Oct 21, 2024 21:09:34 GMT
So one thing of note in this batch, was that some of the bosses actually moved! Sun Chengzong’s active is usually completely worthless because it only does real damage if the enemy has huge HP and that’s only found in here and you can’t push the bosses. This one wasn’t really difficult enough where using that would have helped me much, but maybe it’s worth something if the bosses have 20k+ HP again like in the last one. Also, we have Sassa Narimasa 2.0! That too might be handy.
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Post by jonblend on Oct 22, 2024 16:24:32 GMT
So one thing of note in this batch, was that some of the bosses actually moved! Sun Chengzong’s active is usually completely worthless because it only does real damage if the enemy has huge HP and that’s only found in here and you can’t push the bosses. This one wasn’t really difficult enough where using that would have helped me much, but maybe it’s worth something if the bosses have 20k+ HP again like in the last one. Also, we have Sassa Narimasa 2.0! That too might be handy. I used 2-star Sun against the first guy in the arena (on a 32 pounder, since his recommended unit is out of reach and I really like the debuff) and he took about 200 damage (out of 5200 total health) from walking into the trap. So the skill is also affected by the arena rule: "all percentage damage is nerved".
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Post by SolidLight on Nov 11, 2024 22:18:12 GMT
What a weird one. The first two bosses this time around are nothing special. The first one is just a standard surround and drop his morale to 0 and wail on him. The second one is mostly the same too, except he’s got a -90% damage reduction skill you gotta disable. Could be kinda annoying, but I had the firepower to ice him in one cycle.
The third one’s a real gimmick level. You have to kill a couple of teppo gens on the edges on the map, get ammo for your cannon, come back to the center, and load it up. You have to do that like 6-7 times. It’s the only level so far where I think mobility matters. So don’t bring any footies, only horses.
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