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Conquest:
Mission Three
Objectives:
1) Cross the border
2) Capture all elven cities (three of them)
3) Kill Gilraen (permanently)
4) Destroy the source of elven magic.
...I'm still playing through it now – I planned everything carefully, fought neutrals near the necessary mines with almost no losses, reached the key-holder's tent, killed the rakshasas; in the Castle there are already succubi and horses… then I rode to the military outpost, opened the gates and found succubi at the outpost. Such a shame… Not that I don't like them, but lords would have been better… I'll replay it over the weekend…
By the way, I have game version 1.0, so Gilraen (henceforth Gil) is tough and strong. But it's entirely possible to complete))
Walkthrough Tips:
Right... A lot has been said about this mission. Many tactics... I won't describe it step-by-step, just some tips...
1) Arm yourself with archdevil patience. Personally, I use the tactic of gathering more troops than the enemy and winning by numbers. Therefore, collecting them will take a long time...
2) First fight with Gil. The rascal has 3 druids, 8 archers, and 23-24 dancers... You have 15 succubi, 50 of one kind of imps, 32 of the second (hired in the Castle and nearby), 30 demons, and 4 horses (or 2 lords - depending on who you hired)... Demons, imps, and dogs create gates - you can place them right by the archers/druids... Succubi hit the archers (they can take down 5, if lucky - 7 units)... Then Gil fires a volley at your lords or horses (depending on who you have)... No matter how hard I tried, I still lost one of the strong units - Gil moves before Agrail (Gri). Gri moves - creates a phantom (I hope everyone took it in the second mission) on the succubi... The enemy druid moves - mine cast stone skin on the dancers... By this time, summoned creatures appear. Throw them into battle against the dancers... Succubi finish off the archers and hit the druids... When Gil moves, he attacks the phantoms. That's how we saved our troops)) He shouldn't reach us by the third turn... I'm not saying you won't lose troops with this tactic. I had losses - 1 dog, 1 horse, and about 19-23 imps... But these were minimal losses - I replayed the battle several times and didn't achieve a better result...
2) Fight with rakshasas (guarding the tent). There are about 23-24 of them... I fought them in the middle of the third week - there were already succubi, horses, dogs in the Inferno... 20 succubi, 6 horses, 50-60 dogs, 90 imps I think... Tactic - summon, phantom on the succubi... After the first turn of rakshasas - mark of the damned on one of the squads. Summoned creatures attack these rakshasas, they fight back, and take damage from Gri... Succubi hit other squads... You won't get away without losses, but it's entirely possible to win)) The main thing is that you are lucky later and find strong troops at the outpost (I was unlucky).
3) ...Let's say some amount of time has passed, you've slowly built up, accumulated an army, captured the two upper cities… DO NOT TOUCH THE LOWER ONE! Otherwise, elven troops will start being produced every week – there will be no escape from them. And considering that the source of druids is guarded by... ents I think... and by the time you reach them (+ neutrals and Gilraen)… In short, you might kill those druids, but it's not a fact you'll escape Gilraen. Therefore, we leave the lower city to the elves…
By the time both upper cities are captured, Gilraen may already have about 25 dragons (more or less doesn't really matter – what matters is that there are MANY of them and all his other troops are 100-500 units)… while you have a battered army and money is only just starting to trickle in from the elven cities. Further tips are based on the fact that the two upper elven cities are yours, but you don't have a strong army yet…
Tips (what should be and how to handle it):
1) Logistics and pathfinding – otherwise you'll be running far.
If Gilraen (henceforth Gil) (or whoever you are running from) doesn't have logistics – then there are no particular problems at all. That was the case in one of my playthroughs – then Agrail raced in circles, managed to pop into castles, buy up and lead away the army (as much as he could buy)… In general, he could easily shake off pursuit… He ran for a long time gathering an army, but without much stress…
If suddenly Gil also has logistics or you suddenly don't have logistics and can't make it into castles to buy troops, you can:
A) Hire a hero – he buys the troops, pops out of the castle to meet yours, hands them over… then dies to Gil. It's better for him to die in the open field so that Gil doesn't capture the castle. (This option is bad because eventually new heroes will stop appearing in the tavern…)
B) the "pass it to another" option - I used this tactic when I first completed the mission (to a victorious end). There was no logistics. Several heroes were hired – I waited for the moment when Gil was two or three turns away from your road (leading to Inferno). A hired hero was sent into elven lands. He rode to the castle, and Gil followed him… Your hero has a lead of several turns, Gil has logistics… with every turn he gets closer… You ride and pray that he doesn't catch up… You make a loop… if you're lucky – you run through both castles; if time is short – just one… When 1-2 turns remain until the saving road to Inferno (which Gil does not enter), this elf will literally be breathing down your hero's neck (mine was). Another warrior is sent as backup and intercepts the army from him. The first hero, who so selflessly obtained this army, dies on the next turn (caught up after all)… but the second carries the army away and adds it to those previously obtained. This option is also bad because eventually there will simply be no heroes in the tavern and no one to run… Also, this option eats a lot of nerves. But it can be improved as follows:
C) The "diversionary maneuver" option. If it's completely unbearable and troops are few and he's catching up – try bringing Agrail (or someone else) with a strong demonic army toward the lower city. Gil might give up on chasing your hero and rush to protect the last castle. While he's jerking back and forth, we successfully manage to shake off pursuit, hire troops, run back to our territory… in short, scare him with the capture of the castle…
4) Regarding troops in cities. In elven cities, no troops or heroes should be stationed! Otherwise Gil will strive to recapture the city, which we don't need…
5) Regarding the army – it's better not to give Gil a reason to suspect that your army is becoming stronger. Because things don't always happen the same way.
In one playthrough, Gil saw that my Agrail was stronger, turned around and bolted (now Gri had to catch him))
In another - he holed up in the last castle and when I killed him, a message first appeared that the cities were captured, then the objective to kill Gil. I had to load an earlier save and replay
And in yet another playthrough – he rushed into the nearest castle (one of the upper ones) to replenish his army. And when I tried to lure him away with one hero while taking the castle back with another, he first ran, but at the very last moment (the rascal) decided to teleport into that recaptured city…
The problem is solved by transferring half (a third or two thirds) of the obtained army to someone sitting on demonic territory where the enemy doesn't stick his nose. You don't need to give everything – there's a risk that some elf-hero with a hundred peasants and 20 ents will jump out from the remaining city to intercept your hero (and you might have, say, 80 dryads… And it's game over for the hero… Therefore we carry the army with us – so other heroes are intimidated, but Gil is not afraid and doesn't think of replenishing his troops… Meanwhile, we will slowly gather a stronger and larger army))
4) Keep in mind... keep in mind that there are morale and luck boosters on the territory… During my first playthrough I gathered an army twice as large as Gil's (I had 70 dragons – he had 32, I had 200 unicorns, he had 80… and so on)… But Gil turned out to have maxed out morale and luck; he moved more often, hit with double damage… smashed the army to pieces… What saved me was that I transferred the army to another hero, and then Gri finished off the already battered Gil with his demonic army. Of course it's not fair two against one, but he asked for it… Let's not forget that we can (and should) also maximize our own morale and luck…
5) Don't forget the order of objectives – first three elven cities (they should be red on the map – and the objective marked with a check), then Gil (capture the last city so that Gil is within reach. So that in one turn you can grab the city and immediately attack and kill. If Gil is far away (closer to the upper cities – wait until he descends, as he might take an upper city, which we don't want…). After killing Gil, find the source of druid magic, fight your way through, kill it… mission completed))
6) And don't forget to save. Before attempting to run a loop on the road to collect troops from elven cities – save. Before turning into a city for troops – save in a new slot; before the second city again in a new one… if you ran successfully – you can save in the first one again)) Before battles (where you're not sure of an absolute victory) save. I replay some battles to achieve the maximum loss-free outcome of the fight…