Mission: Defend the standard in the middle from waves of enemies.
Note:
The waves vary a bit when they arrive this will give a certain amount of randomness to this mission.
This mission is great practice for the netgames. You will be up over your head with things to do.
Difficulties:
Focusing on the right front.
Unit usage.
Speed of action.
Main threats: Hostile dwarves and archers.
Hint:
Use you height advantage, but use a bit of Wellingtonian tactics.
Keep you units not right at the edge of this advantage, but a bit
back, that should protect most of them from random explosions.
There is a short lull initially, use this to make good presets. 1
recommend 3 different preset each for melee and archers.
The main trick of this unit is switching your focus between fronts at
the right moment.
Seriously, you probably will not have time to use the Journeyman.
Still I could be wrong.
Same thing with placing satchel charges, you will probably not have
the time.
This could be a very good co-op level.
Film: No casualties.
Walktrough
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The Tale |
The Map |
The explanation |
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In order to tackle this level, unless you like the
suspense, you should be aware of what is going to happen.
You will be hit by a wave from the south, that's the one you
are seeing. It will consist of dwarves, thrall, more dwarves
and finally myrmidons. |
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Make your presets. Move the units at the flag, except the Journeyman towards the cliff at the lake. These units will handle the entire 2nd wave by themselves, provided you can give them enough attention. |
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Here they come! |
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At the lake archers and dwarves are advancing on you. Neither should be much of a threat, because the archers are very intent on getting onto the cliff your guys are on, so intent they wont shoot your dwarfs as he blasts them. The dwarves on the other side will happily blast themselves as they unsuccessfully tries to lob grenades onto the cliff. Your only real threat on this front are the dwarves coming from the south and hordes of thrall. | |
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On the south front you should see more dwarves. Again handle them a bit away from the edge and hopefully chain explosions will blast them away. Finally there are the myrmidons, let the dwarves and archers soften them up and the berserkers finish them off. As usual watch the dwarves so the do not fling grenades into your pack of berserkers. |
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This done, move the majority - but not all - of your berserkers and archers plus one dwarf towards the standard. The guys at the lake should be in mopping up stage now. Finally move the remaining berserkers on the south side down and slightly up on the other side. They will save an unexpected reinforcement. |
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No rest for the weary. On the northeast front archers
will try taking pot shots at your units. Have your own
archers, pick off the right group and your berserkers charge
the left one. A protracted duel will only lead to
casualties. Just pull the berserkers back before the
myrmidons arrive. Soften them up with missiles before
recharging with the berserkers. |
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The myrmidons are followed by dwarves. Pull your troops back a bit. The enemy dwarves will become closely packed in the small "kettle" as the approach you troops. Archery fire should bring one or more dwarves down here. Add one grenade and you will have a chain explosive recipe curing the hostile dwarves. Keep your berserkers out of range. | |
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Whew! |