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Showing results for tags 'Bandit'.
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Short strategic synopsis: Create 2-3 nomads to rush to the wagon Create 1-2 wells while going T2, once you got a well delete your nomads for void power. Build a Rioter's retreat ASAP and erect the northern wall ASAP Place commandos on the wall. And use Bandit Spearmen + bandit minefield to fend off the Grinder wave that arrives at 2:30 min Next get to 4 wells if you haven't already then go T3 and get a Corsair. Use the ability to get Banditos and use Fire Force. This should be enough to the 2nd wave. This should be stabilizing enough for T4 to secure with bandit artillery. Expanded strategic synopsis: Core cards - Nomads: I have seen some badass walking to the wagon with ice mages before but please don't try this with Firesworn... - Rioter's retreat(Green): This will be your key card glues everything together. Your Commandos and Bandit Spearmen will be very durable under its - Commandos (Blue): Combined with Rioter's Retreat and you will be able to defeat many of the smaller waves with these 2 alone. In a pinch it can even take a few hits from Grinder when it comes to it. - Bandit Spearmen (Blue): The most dangerous early game enemies are all melee. Combined with Fire Force under Rioter's retreat and you have some exceptional durable melee units. - Bandit Sorcercess (Blue): I had some internal debating whether i want to consider this a 'core' card but it gives so much safety to the strategy that i decided to add it in. Especially early on it allows for Rioter's retreat takes a few extra hits from Grinder or Deepfang in desperate situations. - Corsair (Green): Gives you extra bodies and a powerfull flying ranged unit that can deal with Grinder and Deepfang. I'm afraid we're going to need this relatively expensive card, it's only T3 card i've found that synergized well with Rioter's retreat and powerfull enough to deal with both Grinder and Deepfang. - Bandit Minefield: Does a lot of damage for only 70 power and gets rid of the smallers units really quickly. - Fire Force (Blue): Combined with Rioter's retreat; your melee unit can even tank Deepfang for a duration, make sure to not let the designated fire leader die. - Artillery (both affinity): Get BOTH, there are not enough charges to sufficiently finalize the defences for both the wagon and south, add in Bandit Sorceress as an another layer of safety. - Amok: It's your only form of CC and a way to help your team across the map, your life will be a lot easier with this card. Gameplay: Despite my best attempts there will be some variance but even in the replay shows that a rough start makes the challenge still doable. This is a tough challenge, there is no shame is asking for help. This guide assumes the convention of other players defending your base is adhered to. The first major strategic objective after reaching the wagon is to survive the 2:30 wave with Grinder and the 2nd wave at 07:00 consisting of Grinder and Deepfang. After those 2 major difficulty curves are dealt with, the rest of the game should be relatively easy. Use the nomads to go to the wagon, i used 2 in the replay but as you can see it's rather risky. If you want to play safer then have some power in the reserve to summon an another nomad or 2 in an area that isn't bogged down. After they arrive at the wagon, go to the north sets of monument and power wells and get 1 or 2 wells depending how well this process went. Go to T2 and get the wall up along with Rioter's retreat, be sure position it somewhere farther in the back to give room for your melee units to move around. Add in Commandos to the wall to absorb the Crystalfriend attack. If possible add Bandit sorceress to the Rioter's retreat. Then summon the Bandit Spearmens wherever appropiate and try to conquer and divide by selectively pulling aggro, the wall should distract some of the Stonekin. Use Bandit minefields to rack up additional damage as the other units tie down the Stonekin. This should leave you with enough room to respond to any developments down south as well. After defeating the first major wave, get to 4-5 wells if you haven't already and go T3 and summon corsair. Use the ability of Corsair for Banditos and use Fire Force on one of the melee units. Under Rioter's retreat they should be able to last a decent time against Deepfang and Grinder. Get up to atleast 10 wells before going into T4. Secure your position with Artillery and use the Bandit Sorcercess for bonus 'set and forget' points although Gem Eye will always dent your defences. From this point on, you're free to do respond to your team's need and/or pursue the in-game objective. POs 3.pmv
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- Bad Harvest
- Bandit
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The Corsair T3 Bandit unit provides 60% dmg buff to surrounding Bandit units, however Ravenheart and Raven Archwalker do not seem to count as such. Yes, they are a Neutral type card, however they are most clearly bandit units... if not Blight himself, who is more bandit 😄 I find this weird and I suggest they are tagged as such to be able to benefit from such buffs.
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UPDATED to match 1y-patch from 18.12.21 Hey all, since we have many requests here, but few decks are shown pro-actively, I would like to show some of my RPVE decks (deck kits) over the next few weeks. Each of the decks will be limited by a "theme", they will prolly not all be end-to-end meta approaches - especially since they are relatively simple to get to the point in the BG: Bata = Meta And the rest will run behind. But since I'm a little bored with the Batariel right now - let's take a look at what other fine decks for rpve are out there. This first will touch the meta hard anyways 😄 Theme/Scope: In any row , as much meta as possible and as independently as possible from other players help/heals. Playstyle: Micro > Macro Budget: most expensive Addresses to advanced/expert players Core Deck: - Unity (B) and Bloodhealing give the needed sustain - Heavy spell dependent - the meta makes dmg, distracts enemy via Frenetic, Infect gives dmg and meatshield, the dmg spells clean up most of the units - heavy voidmanipulation via Shrine of War or Cultist Master/Furnace of Flesh enables you to perma use of your spells and abilities - strong T4 options unit wise, with mass Bloodhorns as main carry - T3 is carried by spells and can handle ANY situation - T1/T2 is very flexible and can be designed according to taste T1 - Either or Fire: Nomad (G), Mine, Eruption (possible BG10 addons are Blaster Cannon, Suppression or Sunstriders if needed) Shadow: Forsaken, Soul Splicer (G), Motivate (possible BG10 addon is a good mate supporting your t1 with fire :P) T2 - in any case No matter what your t1 has been, your want a shadow orb as your second. If you started fire you want now to move asap to your double shadow, if you started shadow you want to raise your Boosters NOW 🙂 Isn't shadow T1 better then? Perhaps sometimes but not in general. Every start has its own pros and cons, the pros of a fire start is that it is lean, fast, self healing, team-friendly and due to its spells strong and flexible. I often prefer to run into a BG9 T3 camp with 3 nomads and my fire spells rather then having a few Forsaken and almost no support. Cool-kids-t2-stuff is - Best-in-Slot solution is probably Shadow Phoenix/Embalmers Shrine (almost mandatory for BG10) - Gladiatrix (Gladis shine only really with Green Support, but mass Gladis with good positioning can do the job, more an advanced players solution I assume) - Windhunter is the T2 alternative to Gladiatrix now (Bithday Patch) and outshines Gladiatrix in stats - Firestalkers (nice siege, cheap throw-away t2) - Harvester or Shadow Mages can be pure Shadow options if that suits, Undead Army can scale quite ok'ish with Bloodhealing into T4) - Skyfire Drake is not big carrier, but can do an insane job on some maps - Bandit Minefield is okish, but usually not worth the slot in this meta approach. If you come from Fire T1 to Shadow T2 you already bring your mine and if you start Double Shadow ... you get it 😄 - Undead Army shines with Blood Healing and is almost a must-pick for harder situations. This combo is way more flexible as the Grim Bahir option that I posted in the first run Be aware that map depending is one of the weakest (not weak, only in relation) options aviable but usually not much of a problem. T3 - you want to have now - time to shine! At the T3 stage Void Manipulation and your -spells kick in the door! Though some nice T3 units are aviable the only options for this deck are imo Cultist Master (if you prefer Culstist/FoF over SoW) and Fallen Skyelf (as boss-killer support in T4). T4 Camps can be taken out with Nomads/Forsaken and spells and so can be handled a possible close camp. As far not mentioned interesting T3 cards are: - Incredible Mo (not really needed here but always nice to have one) - Soulshatter (if there is a possibility to take it, do so! You want to have as much dmg-spells as possible) - Amii Monument (only for solo, but there very handy) Last word on t3: No, I did not oversee Sandstorm - not worth a slot 🙂 T4 - finally Carrier is the Bloodhorn (BH) - fast, strong dmg, heals nice via stampeding buildings. Get out 2 and play more as soon it is possible, if you play a second unit get it in the mix after the second BH. Always let 250+ energy left to have spell energy. Before engaging a camp bind your units together with a Unity (b) First spell when engaging is either Frenetic or Cluster (Amok can do the job too), the other second, asap Infect then further according to the remaining priorities. I like to use Bloodhealing on Undead Army skelletons or Grim Bahir crawlers - that a reason for the Grim Bahir for me, though ofc this is not mandatory. Bloodhealing does a nice job too on a BH with Unity running, it does not loose much HP. Earthshaker is a nice skill, but does not perform as stong as we know it in this deck due to the mass BH spam 🙂 If you have room it can prolly clean up last buildings, but I tended to cut it. Just to say it: OFC you can do various T4 units in the mix here, but naming them all would go beyond the scope of this. Though this is more a deck-kit then a deck, I want to give ideas how to play a faction not to give an overview over the faction as a whole. Any more options: - The classic shadow buffs (Life Weaving, Unholy Power & Hero) do a great job on BH! - Never go out without your Disenchant - Warp is always nice to have - Offering (g) can resett your stong spells, if you decide to do so, prolly cut the Cluster (P) (this will get an even nicer option with the comming Grim Bahir changes (Test Server)) - purple Amok gives a nice damage buff and can either replace one Frenetic or be added. Beware to play it not on your units, as they will take friendly-fire then. Also be aware not to play it on your teammates units (same reason) and this is grief play. Bosses you struggle with ... none that comes to my mind. Any other dangerous situations for this deck: Engaging Twilight Dragons with a spell-protected (Twilight Negator) Willzapper nearby (a ugly situation for most decks). Play your Unity as late as possible and strike HARD with the first engage! If more questions come, please feel free to ask or discuss this, I will edit this "guide" Personal, tested(!), samples of my decks are BG9 allrounder for random maps with random groups: BG10, adapted for 1Player-MOTM 2021-06 BG10, 4player, random maps with random groups, assuming SoW by Mate btw one Joker slot Replays deleted as they are broken due to patches. I attach a few replays to see it in action. Be aware, non of this replays is "perfect" or aim to be that. This are raw takeouts to give you an idea how this can be played. I played this deck a lot in the last weeks and can assure that it can work in ANY BG9 situation completly independent from other players heals and can even carry a group. Even the BG10 performance was not as bad as you may think without the perma present green splash 😄 BG10solo_pureBandittest A random BG10 solo in below 23min, easy Bandit map, but still not bad I think. Lost my t4 orb in the second last camp that forces me to retreat. This was my first test in BG10. Here a pure BH T4 w/o Grim Bahir BG10_4player_Pure_Bandit_Test Super nervous played mess - my first group attempt in BG10. In 14min I ran sleeping into a dragon = thx for the rescure group ^^ But hey, this is normal BG10 random group gameplay, nobody is perfect. Really not a carry here, but neither a total fail. Straight average BG10 shit BG9_Bloodhealing Showcase <- recommended!!! A quite strong performance in a 4player BG9 with Command Walker Boss in the End (for me alooooooone) 🙂 BG10_SOLO_MOTM_ PureBandit_rank7 And as last one the current 1player MOTM. This is a first try, I swear, and far from clean, but still a good perfomance I think and at least for now it is a top10 time. Finally: You have feedback, suggestions, nice replays or storys about this deck, please feel free to post below! I am looking forward to your reactions 😄 Is this helpfull? Want more of this?
- 4 replies
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- Bloodhorn
- Bloodhealing
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