Noob
Active Member
Which map do you talk about? 3vs3? Please define.For that map, stick MF inthe tower & use 2 RoF, easy peasy
Don’t think i can ever recall a ranged opponent on that map....??
Which map do you talk about? 3vs3? Please define.For that map, stick MF inthe tower & use 2 RoF, easy peasy
Don’t think i can ever recall a ranged opponent on that map....??
MF and DS (or your strongest mage) on top, Any tank, CA and LA on bottom.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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You are genius!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.

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

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).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...
But I have weak Trut and planed upgrade laterAt 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).

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.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
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.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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Haha it is exactly the same for me alsoTo 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.![]()
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.If you, Noob, dont mind
What about this sh*t?
