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Thread: L19 Necro magic: How to always win Expert Battles with no casualties (manapots only)

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    L19 Necro magic: How to always win Expert Battles with no casualties (manapots only)

    So far I have figured a tactics that has allowed me to win expert battle after battle without almost any additional expenses save mana (about 2x160mp per battle).
    This tactics allows one to dominate absolutely any type of map, even a completely flat plane. It is easy to adapt this tactical insight to work for other levels and setups.
    I have managed, with 10K bp, to safely apply this tactic to severe threats with 14,5K bp.

    The core idea is to use TWO units (out of 5) to tank, block the way and protect the arches, while THREE stacks of archers dish out damage at the enemy.
    The main idea is similar to HOMM skill Tactics, which allows to protect the vulnerable archers and expose the tank-types instead, limiting the volleys of attack for the enemy monsters. Take a look at the beginning of this illustrative combat (normal mode).

    First of all, we need to use Night Shroud as a Mass Slow, to win some time to rearrange our troops. Note that NShroud+Entangle from the skeletons' ability reduces the movement to zero, which can decide a battle, because you then have an extra round of sniping for your team. After that we look at the map and find a way to position our two tankers perfectly. In order to do that, one must use the Rush offensive ability. Instead of moving with your stacks, select Wait for all of them, then have Rush cast, then take your desired positions.
    Most of the time IT WILL TAKE 2 ROUNDS to secure the desired formation. That is why using Entangle on adjacent enemies in the 1st round is good, as then you have an extra round of freedom, when the enemy vanguard is sitting paralyzed. It is often needed to give a bit of extra movement to one single troop, so cast Warlord's Command (from a scroll?) as necessary.
    You can examine the final battle formation below:


    Lets take a closer look. There are 2 shooters safe beyond enemy reach (I usually cast Reinforcements on the upgraded stack), and 3 tanks including 1 shooter. This is the least favorable map, on most maps you can seclude the shooters 100% and only tank with 2 melee units. This is the worst case scenario, and to save your troops and defeat the enemy, you must ensure that only 1 square can attack your vulnerable shooter stack (achieve this using, in this case, ghosts).
    After this, by Round 3, we begin to abuse the Block ability. It can be cast twice per round, and thus our tanks can survive an absolutely tremendous amount of attack.

    The vulnerable skeleton will be targeted first, so that 1st cast on round 3 should be his Block.

    This is the final state of the encounter:



    As you can see, the vulnerable shooter has Block and is defending. So do the other 2 melee units: they defend only and do not attack the enemy's melee as to not get heavy retaliation that would result in unnecessary casualties. The KEY ability at this point is Torpor, to be cast on the enemy attacking the Vulnerable Shooter, that can now for 2 whole rounds. The rest is basic:
    - keep Block on 2 of your stacks
    - resurrect the fallen as required, as often as possible
    - focus-fire the enemy stacks, reduce them to a minimum size and THEN FOCUS ONES BEHIND the immediate attackers.
    - after you are done, save one meager enemy alive and resurrect everyone by defending for many rounds only to cast rezz spell and maybe drink some mana.

    Note that you re very limited in mana in this game. Avoid expensive magic, like Life Leech (useless in this build), and remember: the more mana you manage to save, the less Seals will you expend in your gameplay.

    With this strategy, as you can see, one can adapt to even the worstest maps and matchups, and win reliably and have zero casualties WITH STABILITY.
    Last edited by ggrandwill; 27.10.15 at 17:28. Reason: notes

  2. #2

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    Here's a foolproof 10 200 BP vs 14 600 BP.


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    To clarify the combat flow, this is Round 11.


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    Round 22, all dead, total wasted Mana Potions - equivalent to I think 160+160+160+80, that's something like 119 Hero Seals for this one battle, usually it's 160mp a battle so like 40 Seals each (by all means an appropriate number).

    But hey, I managed to beat 325 Elite units One problem with this thing is it's Timescale: this one lasted for 30 minutes exactly. Therefore you would struggle to win enough to get to the Council.



    Another thing: instead of mana one could compensate the losses with gold. If doing arty quests often, that could save you even more Seals.

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    Here is an useful illustration of the most bestest scenario that this tactic emphasizes:

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    BE SURE TO SCROLL THE SPELLBOOK SHOP AND BUY GREATER MANA POTIONS ONLY (280 mana per 400 Seals)

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    The Coastal Creatures region seems extremely fitting for the tactics, as it's easy to make a good block and win fast, and most enemy creatures are straightforward melee fighters.
    In fact, the Coastal Creatures can be farmed without even any mana expenditures.
    Time is of the essence, so do not attack defending creatures.

  8. #8
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    not new tactic but gg with lvl 19

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