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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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I have some question? If I shall finish the game on impossibel. Must I have repairdroids? I mean...I will try beat the game fast but not feel I must use same units all the game. On difficult hard I know after I was on boro and rusty island and take leadership and runes I bee strong and can win all the fights easy on boro and scarlet winds.... but know is impossibel. Im on scarlet winds now and have win some fights... no more easy fights are left. How shall I fix the another fights without lose so much from my army? All the quest and map armys are left Maybe someone know what I shall use for units? I play warrior. I have 7 paladin and 1 cyclops from wanderscroll. What is most important build up in the begining of game... petdragon or another things... maybe use runes on leadership? |
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#2
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Well, since you're not going for a 7 day finish anything goes really. |
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#3
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I usually kite my way (steal a higher level map) if I get totally stuck. If you are a warrior, definitely make sure your Rage Machine is good and going. Your priority is to get KEY support spells from either Order or Distortion tree. Usually Distortion support is better, but Order is needed if you get level 5s early on so you can heal more efficiently. |
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#4
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If I can finish the game on impossibel without steal maps I be proud
Some people dont finish the game on easy Its ok was ninja when I take cheast etc... but no map I can start a new game and hope I get map to rusty island in scarlet wind... I will dont think in that way... now is the map behind enemy so I can not play ninja on rusty island. I must defeat enemy now but I have problem with that now |
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#5
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It also requires you to somewhat know the enemy break down ahead of time, so you specifically build up your character to beat that key battle. - going more for dragon rage as your damage dealer, - getting a good early unit, so you try to make sure you get the good magic buffs - or you push hard for level 3 phoenix because you got it early. |
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#6
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KBAP is a lot harder than KBCW since the toughest units you usually get at Debir are royal thorns/inquisitors/royal snakes and griffins (from the two griffin egg drops); and of those, only royal thorns and griffins can survive the flame arrow/poison skull attack from the early hero battles.
But now you have blood shamans/veteran orcs/orc trackers on top of the list you have above. That means you could clear Debir without too much problems. And if you focus HARD on developing dragon dig then you have a very high chance of getting a Call Colossus scroll. And if you have been developing Glory (if you are warrior or paladin) and doing no-loss from the start, then hitting leadership 2,000 to get red dragons from the call colossus is a sure thing, what with all the eggs you have been collecting (so you could make sure you get the level 5 units that you want). You should be hitting leadership 2,000 before the end of Scarlet, just in time to finish off all hero battles there using the red dragon with support from spells and your pet dragon abilities (especially dragon kick). EDIT: So the above details how you take care of Debir and Scarlet. For Bolo you could add more tough to kill units like droids and cyclops (sold at Bolo shops, you don't need Call Colossus to get this unit). By this time your army could be composed of the following: red dragon, cyclops, guard droid, repair droid (split into two stacks); I don't see how clearing Bolo at no-loss would be a problem with this lineup. Last edited by loreangelicus; 10-21-2010 at 05:26 PM. |
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#7
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I buy royal griffin and inquisitors to my paladin and cyclops and win over kraken. I think I get over 2000 leadership before end of scarlet.
I think I can make it now I get bone dragon from a undead wander scroll I think I fix all fights now on scarlet...with little luck and not so much loss |
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#8
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I'd like to comment on this, since I am known for despising kiting, wanderer scrolls, overpowered units, combos,basically anything that makes your game easier.
If you are not looking for superfast game then any game with any character no loss can be started like this (i start this way pretty much all of my challenges). If i can do it anyone can do it. So if it helps anyone: After training, sneak around debir,scarlet,bolo and collect everything on the ground. If you're lucky you gain access to rusty as well. Get amulet from bolo, collect archmagi from scarlet tower. Now we know that 2 most important medals are +1000leadership, +7%res, and it would be nice to have trap medal out of the way as well, while enemies are low on hitpoints which makes trapping lot easier. Grand strategy is done by no loss automatically, so you have to focus on guardian+trapping only. make a line-up archmagi-archmagi-paladins-archmagi-archmagi. Archmagi cast magic shield every second round = 4 x 5 = 20 hits on guardian medal, so teoretically you can have guardian 3 after just 20 fights, realistically after around fight 30. Advantage of having archmagi apart from hits on guardian medal - 4 x telekinesis. So 4 x tel + dragon kick can get enemy unit up to 5 tiles away! Purpose is obvious - trapping. - shocking. If dangerous enemy stack is approaching quickly, focus all archmagi on it. From 4 hits it is high chance it will get shocked. Shocking is also useful if you want to slow down the last enemy very weak unit which would get killed when it hits your back rank. Purpose is to pro-long the battle to 10 rounds so you can work on your medals -low firepower. As mentioned above, if you want to keep the last enemy unit alive, single archmagi by retaliation can hardly kill anything. If you want to work on your pet dragon at the same time, replace one unit of archmagi with inquisitors for casting holy anger. I would not worry about pet dragon too much, since once it gets behind in levels compared to hero, it will start to gain experience quicker. So do not take more than 1 group of inquisitors this early, you can always focus on your pet later when you're stronger. So the battle starts. If you were lucky to find trap spell on starting islands, it should be your main priority. Distorsion 1 goes without saying, for warrior who might be the only character having problems to get it straight away- training experience, shrine in bolo, runes laying around, monk in debir - should suffice. You need mana - so get your hands on some cheap mana boosting artifacts - white slippers, warm mittens are usually around. Check how much damage your traps will do. Immediately start planning strategy which 1 unit is to be kept alive (shooters); which units are close to traps; which stupid melee unit with way too many hit points is going to run into your trap = needs luring away or kicking away or teleporting away from its natural path; which units with bit more hit points need to have their hit points lowered immediately with spells or pet dragon in order to be succesfully trapped. Sometimes you have to actually walk away with paladins so enemy stack does not kill itself by retaliation (or you can lower number of paladins & inquisitors) Realistic goal on Debir is 3 successful traps per battle on debir.By the time you get tired of trapping, you'll have 70+ on scarlet at least and you'll go on to finish it. wandering stacks on debir are so weak that recommended army will kill all of them with ease. For 3 hero battles i would take inquisitors for ranged power and help with healing, but only so i do not have to waste too many spell points on healing and can concentrate on medals. When fighting heroes (after you have guardian2), cast magic shield on inqusitors + archmagi. Enemy spells with spell power 2 will be very weak. Archmagi with 140 hitpoints and paladins should easily survive them. Keep shooters close to your paladins for circle resurrecting purposes. Keep always different stack unshielded - enemy hero will likely attack it with spells - you will save your weakened units and last longer. Those spells may be annoying but i never go for less than 6 rounds with these heroes. When you hit scarlet kill all easy stack first without changing your setup, it should be cca 5 wild fights. I should mention one extremely important thing now - i can only assume many players naturally would like to play offensively, that is why they struggle with early no loss. You have to play carefully, sit back, lure the enemy away, kick them back etc. just to get more and more time to do what is neccessary to do in your back ranks = walk shooters to the side where enemy is not approaching, stick paladins in the way, cast fear, slow, nature call, shocking with archmagi...Offensive playing = even green dragon from rusty can easily get killed if those hundreds of pirate units get some criticals in. Once you have guardian 3 or if things get too messy, get royal snakes, but keep 2 stacks of archmagi for working on the trap medal. By the time you have guardian 3, trapper 3 (early Bolo latest) get any set-up you like those medals will be a strong boost. If you're unlucky and haven't got trap spell, then from the start use hero mana on character specific medal - mage = fire arrow (or oily mist in order not to kill enemy too quickly on debir), paladin= heal, warrior = cannot cast battle cry (i was going to write battle orders as in diablo All of this can be done, and i;ve done it many times, without any investment in glory, and with simple units. Once you've got these medals out of the way then runemages, royal snakes, paladins, beholders, inquisitors, and orc units are excellent choice. And if you actually get access to rusty straight from the beginning then you're laughing - before you do any fighting get captain hausen maps + extra artifacts and 2 cases from scarlet, then mercenaries for sohaty + green dragon. |
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