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Crossworlds Campaigns Questions, strategies, hints and other info about campaigns in KB: Crossworlds. |
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#1
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(Getting back from that place was still a pain, though, because the way back was blocked by the Dragonfly hero with a Lethal army... took me several tries until I finally got round him on the road to Magnat's castle) |
#2
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If you don't do that proper right-step first, your heroine paths right into the butt of the enemy even though it is somewhat easy to sneak past it going in. |
#3
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Hi all! Long time no see! Been busy lately but finally managed to get some serious CW time in over the last 2 weeks.
Regarding the kiting, i haven't noticed any difference at all between CW and AP. All map guards are kiteable except the Rusty Anchor Cemetary. That includes Elon map on Verona if it spawns near the bridge and Verona map on Bolo on top of the hill. (If Verona map doesn't spawn on Scarlet). However there is one normal Guard in the River of Memory that won't move now. It's at the small cemetery next to where the Sheterra map sometimes spawns. If anyone is having problems, let me know and i'll offer any assistance i can. @Onepiece; Which unit doesn't move on Scarlet? Can you post a save for me and i'll give it a try? I haven't found any that won't move. P.S. If someone can tell me how to take sceenshots, i would be happy to post some as proof/help to others. Last edited by travelingoz; 10-17-2010 at 02:45 AM. |
#4
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I'm not sure how you got some guardians to move. There are a LOT that only move when you go straight into their face, and then the battle commences immediatly, you have no time to run away. The Knight next to the Mage Tower in Verona, the Griffins in the griffin hatchery (also Verona), the Assassin stack guarding the map on Rusty Anchor in the cemetery, and there are many more.
The few that were kiteable were pretty hard to do, as they move 1 square then immediatly stop, and often go back instead of following you further. |
#5
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You BARELY reach the point where they will chase, and you have a tiny gap of time before you run away. If you run too fast, they won't chase far. So you have to barely run away, so as to bait them to follow. You then slow-walk away, to ensure they follow. Move too fast, they will stand there confused, and it is semi-hard to get them to re-lock on to you to chase again. Move too slow, and battle ensues. ![]() |
#6
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Trouble is, there is a sizeable time needed for Amelie to turn around, and by that time, the enemy catches up to you. It is easier to do when you can fly, I grant that...
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#7
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You mock-attack them using a 45+-degree angle and never straight on because, as you've noted, Amelie turns too slow.
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