Ice Stronghold discussion

Noob

Active Member
This map looks easy, but in reality not. This guard 919 can run on west if you ROF on him... What would you do?

Battle lvl22 - S4

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Primer

Well-Known Member
This map looks easy, but in reality not. This guard 919 can run on west if you ROF on him... What would you do?

Battle lvl22 - S4

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MF and DS (or your strongest mage) on top, Any tank, CA and LA on bottom.

DS steps into forest and hits front guard. MF flies into tower and hits front guard also if needed. Probably dead now, but one archer also hits if needed. Other archer lays ROF centered where front guard started. This blocks top path and forces Guardians south.

The important thing with these Guardians is don’t put three of your units together to avoid the Slam. Move Tank into forest below tree.

Opponent can only hit your tank with two of his Guardians and you are in a forest. You should be fine. After first full turn he has four Guardians and you have a slightly wounded tank. He can’t touch your MF without going through two ROF spots.

Now is the key setup. Move your DS behind TPB and strike the guardian that is NOT in the forest (does most damage). Strategically use archers and MF to kill that Guardian (archers to finish if he is almost dead, so MF magic can do more damage to another unit). Avoid hitting anything in the village unless that is the only one you can reach - it would just heal anyway. Better to start damaging the guardian in the forest slightly once the other one is dead.

Stay in this setup, ensuring only DS is next to Tank to avoid Slam. MF will heal tank from tower each turn. The most AI can bring any turn is two (as long as you keep killing the one not in forest). You should survive easily. Be sure to use second ROF when first about to expire.

On later levels where tanks are really tough your second ROF may expire as you face last tank. Just retreat everyone except tank and fly MF out of tower and behind tank while you slowly beat AI into submission.

I find this map very easy unless enemy has archers. Then this setup doesn’t work because MF gets killed too easy.
 

Noob

Active Member
Primer, I havent passed this map because to kill one guard 919 need 4-5 MF. Its hard because I havent good items (no legenday staff and legendary armor for TBP)...

Today with some lucks I have did new record - 27 levels. Now I stuck at hard level because rider able deal 80% damage to TBP and probably worsest map... What would you do?

Battle lvl28 - S4

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Hai

Active Member
at mythical, luck as known as crit will play big role. so you redo fights until you get those crits.

at this map MF fly to tower and hit the mounted enemy since its dealing the most dmg to your tank. tbp goes to tower entrance so MF safe.

DS you go right bottom and put tree next to camp, so that the tree hits 2 targets.

next tuen you either tey run into forest with tank and mf, ( need some calc if possible ). or you either stay and just pew pew if the tank can handle the gang.
 

Noob

Active Member
at mythical, luck as known as crit will play big role. so you redo fights until you get those crits.

at this map MF fly to tower and hit the mounted enemy since its dealing the most dmg to your tank. tbp goes to tower entrance so MF safe.

DS you go right bottom and put tree next to camp, so that the tree hits 2 targets.

next tuen you either tey run into forest with tank and mf, ( need some calc if possible ). or you either stay and just pew pew if the tank can handle the gang.
You are genius! :eek:
But this didnt worked well because rider is to much strong. With crit rider had 650 health but he used his active ability to heal to 950...

I have used another strategy: I send DS to weaken rider and it worked. But in next turn he had hited MF (400), but she had survived and that is good.

2019-04-07 23.52.47.jpg

Now I on battle level 29 and I think, there is my limit :)
Two riders are too powerful and guard can use slam... dangerous combination.

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Noob

Active Member
Something happens in this stronghold. I meet archers and mages more often that in old version. Did admins increase chance to meet these units?

For the map I found another way, but bit dangerous.

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Primer

Well-Known Member
Something happens in this stronghold. I meet archers and mages more often that in old version. Did admins increase chance to meet these units?

For the map I found another way, but bit dangerous.

Here is a trick or bug exploitation if you are going to use DS and MF at same time.

MF is supposed to heal an adjacent ally at the end of your turn. But not normally at end of AI turn.

If there is a tree on the board the bug causes MF to heal an ally at the end of both player and AI turn. Double healing.

You can cast a ToC from DS where it is safe behind your lines to take advantage of this. Somewhere the enemy won’t destroy it right away. It won’t damage an enemy in this location, but it gives you the extra MF healing for the entire life of tree. I often do this first turn if DS cannot reach an enemy for normal damage. Then I can use MF Tree of Healing later if needed.
 

Noob

Active Member
New unliked map. There are many strong riders. TPB can survive x2 hits by riders with 1000 health but cant survive against rider with 2000 health... he deal too much damage. What do you think, this strategy is good? I tried it, but it is hard as I thought. These riders are not unpredictable. They can suddenly move into forest and hit tree... or if any rider have low life, they will move into healing house. The rider with full life will move to TPB and hit him.

Battle 26lvl - S4

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Primer

Well-Known Member
That is a strong set of opponents, so not sure if this will work at this level.

I always fight this map on the Southern part and use ROF at the top. I use LA, CA, MF, Tank and either strong Mage or GG (probably Mage on this one based on opponent makeup). Put your two archers near top and tank and mages near bottom.

Stay out of range of the Riders on first move and most of them will run to the Northern forest. You can cast ToC behind your lines to setup the double healing for MF. ToC will be killed early by riders if you cast it in front, so I find more value in using it to activate the MF healing bug than as a weapon.

On second turn have one archer center ROF to lock in the riders that went to Northern forest. Mages can take out at least one of the Southern Riders and your tank can go into village. If ROF is centered on the lower forest tile in the group of three this means all riders will have to pass next to your Guardian and stop. Archers are safe.

At most two riders can hit your tank. If they are powerful enough it is tough to survive. Putting MF behind him in village will help heal if he survives. Pick away at whatever riders come after your tank, cast a second ROF when needed and there will likely only be one rider left by the time the second ROF expires.

Good luck!
 

Noob

Active Member
I win this map :)
I have analysed and found better way to solve. I needed ROF a bit more east, so that only 1 rider can reach TPB. I have killed these riders fast because DS have full life. Overall have killed 4 riders before all ROF gona out.

I stucked in map 30 because of strong mages... If you have interest to watch, I can post.

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Candle

Active Member
New unliked map. There are many strong riders. TPB can survive x2 hits by riders with 1000 health but cant survive against rider with 2000 health...
At maps with only single passage (including artificially created by RoF/trees) - best tank are T'rut, especially against riders - his passive ability effectively doubles his HP comparing to TPB/KG/DG (30% less damage vs 50% more damage).
 

Noob

Active Member
At maps with only single passage (including artificially created by RoF/trees) - best tank are T'rut, especially against riders - his passive ability effectively doubles his HP comparing to TPB/KG/DG (30% less damage vs 50% more damage).
But I have weak Trut and planed upgrade later

Now I got tricky map with strong units! What would you do?

Battle lvl26 - S4

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Val

Member
On this map I usually try to occupy right upground forest with Rof to buy time, one slam is often inevitable. But here there are three big regs, so one slam and a hit from dogs may be enough for Tpb in the village) May be blocking central bridge with Tpb, five rounds Rof on the upper one and two attacking mages will work
 

Noob

Active Member
On this map I usually try to occupy right upground forest with Rof to buy time, one slam is often inevitable. But here there are three big regs, so one slam and a hit from dogs may be enough for Tpb in the village) May be blocking central bridge with Tpb, five rounds Rof on the upper one and two attacking mages will work
Dangerous idea because you can waste ROF and TBP cant survive two attack by these regiments. It would very bad if guard use slam because 2 my units will definetely die and TBP will have 30-40% of life.

After 2 hours pause I tried win this map and won. Here is my solution and no one is died :)

That happen when rider hit him... TBP have 20% of life.
Very good chance move MF near TBP because no slam.

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My strategy is, that this this guard never use slam.
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Primer

Well-Known Member
Dangerous idea because you can waste ROF and TBP cant survive two attack by these regiments. It would very bad if guard use slam because 2 my units will definetely die and TBP will have 30-40% of life.

After 2 hours pause I tried win this map and won. Here is my solution and no one is died :)

That happen when rider hit him... TBP have 20% of life.
Very good chance move MF near TBP because no slam.

View attachment 1699

My strategy is, that this this guard never use slam.
View attachment 1700
Similar, but try putting your tank on the bridge instead of behind it. He can still only hit you once and no Slam is possible. You can have your two mages or mage/tree right behind him. They will both be able to attack whoever hits him. Archers will also have necessary range. You just hit one unit of his each round and be patient.

ROF to cover middle bridge is perfect.
 

Val

Member
Deal with it:cool:
Tenth run maybe. I realized my 1* CA is too weak and swaped her for LC. In the end two cores survived, and nice job from others)
 

Smith Clarkson

New Member
To me that maps level of difficulty mostly depends on wether or not they have ranged regiments, if they're all melee you can usually get away with stuffing MF in the tower, putting a guardian in front of her and then either putting down a Tree of Corruption with DS or casting RoF on them with Archers so they can't move and then outlive them with MF's passive healing up the guardian.
Against ranged opponents it's usually a different story though. :p
Haha it is exactly the same for me also
9Apps Vidmate
 
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Noob

Active Member
If you, Noob, dont mind :D
What about this sh*t?
I dont play domesticar over 18 levels because I can lost many units. These archers with ROF make pain... in frost stronghold you can do more and save most of units.

Now last week I have did new record - 34 lvl. I stuck at level 35. There is a archer and he is not weak. He able oneshot LA or MF... What would you do? This archer move often in forst and I cant kill...

Battle lvl35 - S4

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