jeffoot77 wrote: ↑Sat Sep 21, 2019 8:12 pm
and i don't mention all the others bad things in the game like the Heroes who have very few special attacks , they just serve to tank. Or like the Units that have more than 3/10 alive which do as much damage as units that have 10/10 ... just not logical .... also , the fleeing enemies are a good thing but they can regenerate the following turn if we do not finish them! so the player is forced to pursue them and sometimes, it is just impossible to finish them (like scout unit) . What a pity, it would have needed a max for regeneration like +2 max per turn and not entire full replinishment..
Sry, but i think you havent really looked beneath the surface of this game.
Heroes: upgrade them and you get all kinds of special abilities, same goes for some artifacts.
fleeing/regenerate: works for both sides, and perfect if you learn to use it. "dont find them" ? use recon !
also: fleeing is a certain probability, so you simply load a (auto)savegame....
Start to play more strategically, consider the placement of all units before and after a move, use recon, distribute artifacts to fit the scenario, plan your upgrade trees, save/load....
Basically thats what you do in all turnbased strategy games....
giorgios58 wrote: ↑Sat Sep 21, 2019 7:07 pm
I was doing fine until Krell's castle. Waves of lizards so that no matter what i try, their 5 and 6 hex moves surround the missile infantry rendering them useless or dead, or they gang up on a hero or two. UNFUN. And doing a simple turtle maneuver is also UNFUN. One hex forward, stop one hex forward top, defend, rebuild, one step forward. In Krell, that is painful, spend hours on the stupid scenario. How about a trainer or cheat please? I promise i only use on this one scenario.
that one is indeed one of the more challenging scenarios, but it's perfectly doable. I did it on easy during the beta (took 2 or 3 attempts to get all the loot within turnlimit) and on first try in both normal and hard.
Same as i told the guy above: consider the placement of all units before and after a move, use recon, distribute artifacts to fit the scenario, plan your upgrade trees, save/load....
The general advise is to unite your 3 groups from placement into 2 groups and have 1 do the left side of map, the other the right side. And use Pegasi for recon/loot