Posts from Final campaign - "Too Bright for Darkness [Campaign 7 - Mission 2]"
There are various labyrinths there, so a couple of heroes are working on clearing them out, while Sandor paves the way forward.
Basically, the division is as follows.
Sandor has some cyclops, the rest of the troops are with Akamas, sometimes an orcish warrior joins in.
I should have hired a mage, but they now cost thirty, and I don't want to spend the money.
I actively use an ability... I forgot what it's called - it has Horn on it, so it hits hard, and it also triggers Cleave, so the cyclops can effectively sweep through everyone.
But I've never used Drain, and I can't learn it now - Sandor is already level 30.
Sanya is upgrading the Sword of Compulsion (from Sarah), and all the other swords are already at level 3.
That's the thing, I also feel bad for the army.
When I attack the villains, they cast mass spells, but when the army consists of 1 unit of cyclops, there are fewer losses than with a mixed army.
1 unit is easier to heal than a bunch.
Now I regret not learning Drain Life, because in any case, Sandor is a
Moderated: PROFANITY in the message
mage, and he heals poorly, so I lose cyclops in battle.In just 2 battles, their number dropped from 23 to 9.
And there is constantly not enough mana.
A mixed army only attacks neutrals, where you can slow down the enemy until reinforcements arrive.
I don't have any heroes who can summon elementals to use as cannon fodder.
Nevertheless, I somehow believe in Sandor - probably because I think the Orc race is much more viable than the Demons.
By leveling up at the Dragon Shrines, I somehow managed to teach him Tactics and Push, as well as basic healing. But Logistics and other skills remained unattainable.
But I was so frustrated when, while assembling a warlord, I was missing the Jaguar Amulet – I ended up with 5 items, none of which were particularly useful.
But the Regent was fully equipped.
1. It wasn't possible to maintain the purity of the experiment (Sandor's playthrough vs. Kirill's playthrough) for two reasons:
- I played as Kirill before patch 1.8, after which it became much easier to develop cities, especially when building third-level dwellings.
- A strange and unprecedented bug occurred. I captured the first city of the Forgotten tribe, and the following week was declared a week of illness (creature growth is reduced by half). Muttering to myself, I entered the captured city to see what troops I had, and I saw: my already hired troops were stationed in the city (about 10 cyclops and more). Where they came from - who knows :)
As a result, I reached Ishtvan at approximately the same time as Kirill (the second week of the second month), but with an army that was roughly the same as the one Kirill managed to gather only in the following week.
2. In general, it was easier to play through the map. Of course, it should be noted that the "simplicity" of the playthrough is subjective. For example, I absolutely cannot tolerate losses of more than two or three percent of my troops, even in key battles, and I don't like "one-sided" troops (in which there are no, say, full-fledged ranged/flying/retaliation units). The Inferno's troops are exactly such an "uncomfortable" option: all infantry, the breeders shoot at half strength, the retaliatory attack of the destroyers is unpredictable and meaningless (you might end up hitting your own). At the same time, the racial ability only starts working in the middle of the battle, which you still need to survive. But with the Orcs, every unit is beautiful. Just compare the Abyss Lords with the Enraged Cyclops: the Cyclops have a choice of three attack options, two of which are retaliatory, while the Lords' main feature is counterattacks, which only become truly effective when you expose this unit to the enemy's attacks. But... (see the next point).
3. But Ishtvan turned out to be a much more serious problem for Sandor than for Kirill. The reason is simple: there is no one to block the ranged units! The Necromancers have three (!) ranged units, and these damned spiderlings are especially annoying. There is nothing you can do about them! Rushing everyone forward is like courting death, because the enemy has four times more melee units. The elementals that I tried to summon with the help of scrolls are destroyed in one turn. The cursed undead cannot be controlled or affected by spells like this, and draining, the main trump card of the Blood heroes, does not work against them.
Kirill's battle scheme was simple: in the first turn, endure three shots (the Imps almost wiped me out), and in the next turn, the same Imps appeared right under the noses of the spiderlings and liches, but summoned, and the enemy could no longer kill them in one turn. (By the way, the Abyss Worm also provided some help - it distracted several attacks). Then it's simple: every turn, you place summoned creatures next to the ranged units, and at the same time, you shoot down the infantry.
Unfortunately, Sandor does not have this opportunity. I, of course, won the battle - a hundred cyclops crushed everything, but I lost all the Warrior-Jaguars, harpies, and snow leopards, and almost all the centaurs.
So far, I don't see a way to fight the superior forces of the Necromancers, except for simply accumulating troops. Perhaps, one week's growth will be enough to radically change the picture of the battle - as was the case with Kirill.
There is an exit to the surface behind one of the orcish cities. Nearby, there will be a fort where the orc Tohunga is stationed. Kill him, and then the Forgotten Tribe will be defeated, and the passage further will open.
I'm playing easily, Mass Agony is incredibly powerful! It eliminates, if not all, then a large part of the enemy troops. The hordes, compared to the water creatures, are of course larger, maybe that's why Anastasia has such abilities!
The more enemy troops there are, the more spells you need to use, in addition to Agony.
As for the Campaign itself, I don't like the idea – you have to defeat the mother with one of her children!!! I like the map more than in the first Campaign, where you had to play as the Tears hero. This map is bigger.
The ending of both Campaigns is the same – we are waiting for the return of Rai'lag-Agra'il, and he will be the bad guy again :smile19:.
Save before the battle with Kate - it was interesting to see the opponent's capabilities.
An insurmountable problem has arisen: I went down, captured one Fortress, and now I can't fight with the orange heroes – the game crashes. It crashes in a standard way, as soon as my troops want to act. Sometimes I can act with the snohodtsy, the rest of the troops do something – and then it crashes. Has anyone else experienced this?
A crash on version 1.8.0?!
Yes, version 1.8, although it’s generally quite a stable patch. (Well, except for the chessboard in cities).
Check out my 2 posts here; they might help you with something:
/topic/at/621139/
I also played as Sandor on this map. I also experienced crashes. But I still managed to complete it.)