Replayed this on 1.18.0, difficult, with a very overpowered team. Killed the necromancer in the middle of the map early and wiped out the other leaders before the reinforcements got a chance to move.
Then I went back to the end of scenario 2 and used :debug and :choose_level to jump directly to this scenario. I began the map with the three bats on my team plus gwabbo, cylanna, and the three new units that join here; no tyegea, inky, drake, or brawler. No ability to recruit priestesses. I started with 423 gold because I didn't have much carryover in scenario 2 (I could have gotten a bit more if I tried but I wasn't expecting to level skip).
General strategy was to stay in the starting area, attack during the day, fall back at night. Bats and ghosts will arrive first so you can use the exp to power up your team. And when you retreat behind your keep you can usually kill some units while staying out of range of the infantry. There's even better terrain if you go further left but I think the enemy might cluster up into a massive deathball if you're too passive. Eventually the necromancer reinforcements will move across the map and there won't be many enemies remaining once those are killed. Then your team can exit the starting area and kill the enemy leaders.
Surprisingly simple. I expected it to be much more difficult.
I played this scenario twice. First time I used saves to help plan my strategy. Second time I spent less time thinking and no save-loading, so I probably made more mistakes.
Then I went back to the end of scenario 2 and used :debug and :choose_level to jump directly to this scenario. I began the map with the three bats on my team plus gwabbo, cylanna, and the three new units that join here; no tyegea, inky, drake, or brawler. No ability to recruit priestesses. I started with 423 gold because I didn't have much carryover in scenario 2 (I could have gotten a bit more if I tried but I wasn't expecting to level skip).
General strategy was to stay in the starting area, attack during the day, fall back at night. Bats and ghosts will arrive first so you can use the exp to power up your team. And when you retreat behind your keep you can usually kill some units while staying out of range of the infantry. There's even better terrain if you go further left but I think the enemy might cluster up into a massive deathball if you're too passive. Eventually the necromancer reinforcements will move across the map and there won't be many enemies remaining once those are killed. Then your team can exit the starting area and kill the enemy leaders.
Surprisingly simple. I expected it to be much more difficult.
I played this scenario twice. First time I used saves to help plan my strategy. Second time I spent less time thinking and no save-loading, so I probably made more mistakes.
Statistics: Posted by sine_nomine — Yesterday, 7:37 pm