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Showing results for tags 'pos3'.
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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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