Ooof, finally hit a mission that's really giving me heartburn. 4-2. Anyone have suggestions on how to manage it?
Heavensong getting a dragon at turn 6 is fucking rude as hell.
edit: spoilered mission event
just remember the basics, don't stand on roads, mages kill flyers (or a ballista but thats $$$), and your hero can take a lot of hits from even a dragon as long as not on a road
My first instinct was to scatter and try and grab as much economy as possible, but that ended up leaving my mages and archers scattered during their push. I would have probably survived the initial assault minus that dragon. Just not really sure what to do differently besides obviously not trying to block them on the bridges. Maybe rush a trebuchet? AI seems to really aggressively avoid going in their range.
do you just want to beat the level or are you going for S rank? If you want S rank i'd check a youtube video
for just general beating it strategy.
i took the second barracks as quick as i could. i pushed left and mid but not top that fast. I used my horse to kind of kill enemy units at the top right area but i didn't hurry to take that building. The computer reacts mostly to where your hero is. so i played with my hero in the middle of the map, using it to take hits and retreat to heal up. For building, i built pikeman and i then built a second wagon to transport people to the mid and bottom left as fast as possible. I pretty much built pikeman every turn until i could afford other things. I built one harpy (the 600 cost one), and i built one or two more mages, and one more archer. Later on i built trebuchets to take out the capitol building. I did not get an S rank but eventually just built up a tidal wave of pikeman backed up by my hero, archers, and trebuchets for the final push.
Interesting. While I like pikemen I almost never bother using them, especially on larger maps simply because of their mediocre movement (and what must be my terrible logistics at using them).
two pikeman can kill anything below giants/commanders/flyers. So to me they are the most economical choice, along with wagons they are really really good.
two pikeman can kill anything below giants/commanders/flyers. So to me they are the most economical choice, along with wagons they are really really good.
A handful of pikemen scattered all around, plus one or two pikemen on wagons as support has been working very well for me. (I'm up to 5-1 now.) Whenever/whereever you need a critical hit, use a wagon to drop one pikeman immediately adjacent to where the attack will be, then move and attack with a second pikeman on foot.
If that resulted in the attacking pikeman getting wounded, he goes on the wagon next turn and gets to be the supporter in the future. You only have to worry about harpies and dragons messing you up from the air.
Mass pikemen are also countered by trebuchet's with even a semi good screen due to their movement limitations.
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I’ve found that enough pikemen counters trebuchets though.:p
On maps with multiple barracks I’m pretty much building at least one pikeman per turn. Once they hit, which take a while, they will never stop coming. I use that to basically move a continuous frontline forward every turn. Using cavalry to get out and kill trebuchets and ballistas. I’ll sacrifice cavalry pretty often just to be able to move the line up.
I had to turn off the animations last night. Everything takes forever to resolve and the game moves at a snail's pace. Again, it could be because it's still early and the tutorial stuff is being laid on thick. Some questions:
Will I eventually get to merge units? Having low health dudes without the ability to heal/merge is frustrating since they are basically useless.
Is their a better unit for capturing buildings? Using foot soldiers and pikemen is not only slow, but they end up heavily damaged, which leads to the low health problem above.
Is it possible to readjust settings mid-match? I couldn't find an option.
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
You'll get new units soon that will also let you capture.
There isn't combining units in Wargroove, but you can reinforce from a controlled location to transfer/heal health. Or use a mage which has a healing spell.
You'll get new units soon that will also let you capture.
There isn't combining units in Wargroove, but you can reinforce from a controlled location to transfer/heal health. Or use a mage which has a healing spell.
I just did the reinforce mission, but didn't know about the Mage heal. Cool, maybe that will help out in longer games.
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
i'm pretty eh on healing as it costs 300 gold so its usefulness is limited. Like, i can buy TWO pikeman for that much!
Will I eventually get to merge units? Having low health dudes without the ability to heal/merge is frustrating since they are basically useless.
Is their a better unit for capturing buildings? Using foot soldiers and pikemen is not only slow, but they end up heavily damaged, which leads to the low health problem above.
Is it possible to readjust settings mid-match? I couldn't find an option.
1. never an option to merge, just use those low health guys to block key points or attack to do damage and kill them off
2. there are several units that can capture: Soldiaer, Pikeman, Archer, Mage, and your Commander
3. no that i know of
i'm pretty eh on healing as it costs 300 gold so its usefulness is limited. Like, i can buy TWO pikeman for that much!
The mage heals four spaces though, doesn't it? I think it heals a straight 20% regardless of unit cost, so I imagine it's a lot more economical than a village heal if you catch one or two more expensive units in the heal radius.
A couple more quick questions, this time regarding UI:
As the maps get bigger, is there an option to move around quicker by holding a button?
Is there going to be a dedicated button to show all the enemies attack range? Or at least a way to keep the attack ranges visible? I'm clearly spoiled by FE/AW UI stuff.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
A couple more quick questions, this time regarding UI:
As the maps get bigger, is there an option to move around quicker by holding a button?
Is there going to be a dedicated button to show all the enemies attack range? Or at least a way to keep the attack ranges visible? I'm clearly spoiled by FE/AW UI stuff.
no speeding around the map yet that i know of but i've never had too much trouble navigating just border scrolling.
the devs have planned a lot of improvments, this one doesn't exist yet.
You'll get new units soon that will also let you capture.
There isn't combining units in Wargroove, but you can reinforce from a controlled location to transfer/heal health. Or use a mage which has a healing spell.
I just did the reinforce mission, but didn't know about the Mage heal. Cool, maybe that will help out in longer games.
Mercia has an amazing healing spell and is who you control for most of the game. For most characters, low health dudes become obstacles to put in the path of enemies, but with Mercia you'll want to keep them around since she has a wide AoE heal that's really powerful. The mage heal is worse, and costs cash. Reinforcement is generally bad, because it costs so much money.
Save low health units for your commander to kill, in general, but especially so for Mercia - turn their deaths into health for your own side!
Low health units can work as blockers, enable crits with pikemen (which is part of their effeciency, even after bad trades they still provide value) or be brought back up to strength pretty easily.
It just all takes time, which is the most painful resource in this game in most missions.
Low health units can work as blockers, enable crits with pikemen (which is part of their effeciency, even after bad trades they still provide value) or be brought back up to strength pretty easily.
It just all takes time, which is the most painful resource in this game in most missions.
Don't listen to Albino Bunny. Look at the avatar. Seems like an ambush.
I'm kind of torn on the time requirement for rankings
It pushes you into a certain play style, one which puts you at risk of failing the mission, which can be good but is also limited. It also isn't the way you should approach multiplayer, I think.
I still play very conservatively and don't put units in threat range unless it's necessary or very useful
I'm kind of torn on the time requirement for rankings
It pushes you into a certain play style, one which puts you at risk of failing the mission, which can be good but is also limited. It also isn't the way you should approach multiplayer, I think.
I still play very conservatively and don't put units in threat range unless it's necessary or very useful
Because of that I stopped caring about rankings. Did I beat it? Good enough.
I'm kind of torn on the time requirement for rankings
It pushes you into a certain play style, one which puts you at risk of failing the mission, which can be good but is also limited. It also isn't the way you should approach multiplayer, I think.
I still play very conservatively and don't put units in threat range unless it's necessary or very useful
Because of that I stopped caring about rankings. Did I beat it? Good enough.
Apparently number of stars is the way you unlock secret commanders so I will eventually have to go max all of them.
I'm kind of torn on the time requirement for rankings
It pushes you into a certain play style, one which puts you at risk of failing the mission, which can be good but is also limited. It also isn't the way you should approach multiplayer, I think.
I still play very conservatively and don't put units in threat range unless it's necessary or very useful
Because of that I stopped caring about rankings. Did I beat it? Good enough.
Apparently number of stars is the way you unlock secret commanders so I will eventually have to go max all of them.
Oh fuck that dammit. Ugh. I haven't been caring but I guess I gotta now.
So I went to verify and looked at the wiki and apparently it’s just one of them but you need that one to unlock codex entries through some super silly nonsense . Good news is that he is a joke character so you won’t need him unless you want 100 %
i'm pretty eh on healing as it costs 300 gold so its usefulness is limited. Like, i can buy TWO pikeman for that much!
yeah but where is your barracks? mage heal provides immediate value while new units can be multiple turns away from combat. it also becomes cost effective when you are healing multiple more expensive units + you'll run into scenarios where you have more money than you spend in a turn
harpoon ships seem really good, at least from playing 6-2 and having the enemy ships be really annoying. not prepared to do limited unit mission ; - ;
Only just discovered this thread. Played a bit of the campaign but real life has interfered so I haven't gotten far. I was watching some games on twitch and some tournaments. I do want to try multiplayer eventually, but is there really no turn timer limit? It sounded as though it was a feature on the developers roadmap but for obvious reasons without on games will last far too long. I can pause/save single player. Multihour multiplayer games aren't gonna work
Edit: also I obviously was drawn in by the doggos. However while I do love asymmetric games when they have multiple races/species/factions I do appreciate that things seem to be just swapped. Sucker for any game where I can play non-humans
I didn’t think of that, but not sure it made a
difference. She had low-ish hp from the previous turn because there was just way too much going on.
I think I need to
focus less on early back up and instead push much harder with Nuru. If I can secure that then that’s a decent amount of extra gold per turn and a clearer path to send reinforcements when it counts.
Gonna give that a try. At least I should know much earlier if it’s not working.
The problem with Harpoon ships is that they have absolutely garbage mobility. They move literally 1 space in storm conditions. Also, anything that gets close (especially merfolk) wrecks them pretty quick.
i'm in later act 5 but i think there's been maybe 1 or 2 maps where playing defensively was necessarily. The game really really wants the heroes to be aggressive, b, e, aggressive.
Some of the negative Steam reviews said it was like rock paper scissors. How would you rate the game?
I mean, they're not wrong: This is a game about hard counters above all else.
But there's a lot of game in producing the correct units, having them in the right place and not getting blown out by stepping too close to an opponent with a weaker unit.
It's a very faithful spin on the Advance Wars set up so if you played those and liked them you'll like t his.
Rock paper scissors is not an accurate description of the game at all, imo
There is a huge network of soft and hard counters between the variety of units, on top of different movement speeds and movement types, close or long ranged attacks, wildly different critical hit setups, and several active unit abilities, as well as terrain and buildings that dictate economy and production
This isn't rock paper scissors so much as commanding an army of rocks, papers and scissors with subtypes in each category--naval scissors and flying papers and rocks that can heal other rocks.
it looks like it's going to be a slog fest fighting with your 3 commanders against the evil undead army. Turns out that you can buy dragons and their range plus damage means that if you just buy those and don't worry about anything else you can rush to the end of the map with the navy and flyers you have and beat the castle.
Finally beat 5-1... for whatever reason I just kept flubbing things, or the AI would behave weirdly.
Couldn't save the dragons from the witch, but somehow managed to widdle away the army down near the fortress with a lucky groove from Koji, and then my lone giant chased Sedge across the entire map. Sheesh.
it looks like it's going to be a slog fest fighting with your 3 commanders against the evil undead army. Turns out that you can buy dragons and their range plus damage means that if you just buy those and don't worry about anything else you can rush to the end of the map with the navy and flyers you have and beat the castle.
I realized that about a dozen turns in. "Wait, why am I doing this the slow way?"
(It took that long for me to realize that I almost had more money than I could spend every turn, even with two barracks, two ports, and a tower.)
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do you just want to beat the level or are you going for S rank? If you want S rank i'd check a youtube video
for just general beating it strategy.
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
A handful of pikemen scattered all around, plus one or two pikemen on wagons as support has been working very well for me. (I'm up to 5-1 now.) Whenever/whereever you need a critical hit, use a wagon to drop one pikeman immediately adjacent to where the attack will be, then move and attack with a second pikeman on foot.
If that resulted in the attacking pikeman getting wounded, he goes on the wagon next turn and gets to be the supporter in the future. You only have to worry about harpies and dragons messing you up from the air.
On maps with multiple barracks I’m pretty much building at least one pikeman per turn. Once they hit, which take a while, they will never stop coming. I use that to basically move a continuous frontline forward every turn. Using cavalry to get out and kill trebuchets and ballistas. I’ll sacrifice cavalry pretty often just to be able to move the line up.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
There isn't combining units in Wargroove, but you can reinforce from a controlled location to transfer/heal health. Or use a mage which has a healing spell.
I just did the reinforce mission, but didn't know about the Mage heal. Cool, maybe that will help out in longer games.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
- Will I eventually get to merge units? Having low health dudes without the ability to heal/merge is frustrating since they are basically useless.
- Is their a better unit for capturing buildings? Using foot soldiers and pikemen is not only slow, but they end up heavily damaged, which leads to the low health problem above.
- Is it possible to readjust settings mid-match? I couldn't find an option.
1. never an option to merge, just use those low health guys to block key points or attack to do damage and kill them off2. there are several units that can capture: Soldiaer, Pikeman, Archer, Mage, and your Commander
3. no that i know of
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
But realistically the best way to make your boys faster is to put them in a wagon.
The mage heals four spaces though, doesn't it? I think it heals a straight 20% regardless of unit cost, so I imagine it's a lot more economical than a village heal if you catch one or two more expensive units in the heal radius.
The other advantage is not dropping the strength of a building and leaving it vulnerable, which is especially dangerous for production buildings
As the maps get bigger, is there an option to move around quicker by holding a button?
Is there going to be a dedicated button to show all the enemies attack range? Or at least a way to keep the attack ranges visible? I'm clearly spoiled by FE/AW UI stuff.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
no speeding around the map yet that i know of but i've never had too much trouble navigating just border scrolling.
the devs have planned a lot of improvments, this one doesn't exist yet.
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
Mercia has an amazing healing spell and is who you control for most of the game. For most characters, low health dudes become obstacles to put in the path of enemies, but with Mercia you'll want to keep them around since she has a wide AoE heal that's really powerful. The mage heal is worse, and costs cash. Reinforcement is generally bad, because it costs so much money.
Save low health units for your commander to kill, in general, but especially so for Mercia - turn their deaths into health for your own side!
It just all takes time, which is the most painful resource in this game in most missions.
Don't listen to Albino Bunny. Look at the avatar. Seems like an ambush.
Selling Board Games for Medical Bills
It pushes you into a certain play style, one which puts you at risk of failing the mission, which can be good but is also limited. It also isn't the way you should approach multiplayer, I think.
I still play very conservatively and don't put units in threat range unless it's necessary or very useful
Because of that I stopped caring about rankings. Did I beat it? Good enough.
Pretty cool stuff you can do, but I'm not sure I have all the options unlocked. Or maybe I do, guess we'll see.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Apparently number of stars is the way you unlock secret commanders so I will eventually have to go max all of them.
Oh fuck that dammit. Ugh. I haven't been caring but I guess I gotta now.
Selling Board Games for Medical Bills
harpoon ships seem really good, at least from playing 6-2 and having the enemy ships be really annoying. not prepared to do limited unit mission ; - ;
Edit: also I obviously was drawn in by the doggos. However while I do love asymmetric games when they have multiple races/species/factions I do appreciate that things seem to be just swapped. Sucker for any game where I can play non-humans
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Nope... chomped by a dragon that flew completely around to the only free tile and killed her.
That’s at least the third, maybe 4th failed attempt, at about an hour each with animations off. This game is no joke.
make sure you never put someone on a road when that pops up
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
difference. She had low-ish hp from the previous turn because there was just way too much going on.
I think I need to
Gonna give that a try. At least I should know much earlier if it’s not working.
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
Currently Playing on Steam - Journey down Ch 3/ Shadowrun: Hong Kong
I mean, they're not wrong: This is a game about hard counters above all else.
But there's a lot of game in producing the correct units, having them in the right place and not getting blown out by stepping too close to an opponent with a weaker unit.
It's a very faithful spin on the Advance Wars set up so if you played those and liked them you'll like t his.
meanwhile 7-2 looks appropriately messed up
There is a huge network of soft and hard counters between the variety of units, on top of different movement speeds and movement types, close or long ranged attacks, wildly different critical hit setups, and several active unit abilities, as well as terrain and buildings that dictate economy and production
This isn't rock paper scissors so much as commanding an army of rocks, papers and scissors with subtypes in each category--naval scissors and flying papers and rocks that can heal other rocks.
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
I realized that about a dozen turns in. "Wait, why am I doing this the slow way?"