Legion Arena walkthrough
Posted: Fri Jul 06, 2012 6:38 pm
LEGION ARENA walkthrough.
So, after a dozen of finished runs of stock Legion Arena campaigns, I realized that I could make this little "walkthrough". Note that this isn't "the one and only way how to win"; it's just something I discovered after many hours of playing Legion Arena.
It's more fun than serious thing. I may add a few pictures from time to time...
I've started a new Very Hard run of the Roman campaign. Btw, I don't play the stock campaigns at any other difficulty.
My goal is to finally break the 1 140k threshold. I need to play very cautiously and I must not spoil the battles. Contrary to my previous runs, I'll try to not lose much men during the "hold for X minutes" scenarios - instead of focusing on as many experiences as possible, I'll focus on mere survival - even if it would mean that I'll use extraordinary units or tactics.
Before we start, lets take a look at few details:
Gameplay.
I will use "pincushion" units whenever needed. Pincushions are bought for the particular scenario and their goal is to absorb enemy arrows, make a suicidal attack to open a hole in enemy formations, or to lure enemy into traps, etc. They are dismissed without healing, and although they eat away a part of the experience bonus, they're more than helpfull. They range from anything from Peasants to Legionaries, but most of the time I buy Militia (when I have few Denarii) or Spearmen/Hastati (when I need more robust unit).
Except for the times when absolutely necessary, I won't be using temporal units at all. Tempo units are squads that are bought any time during the campaign and that accompany the army for any number of scenarios; they are used and healed as normal squads, but are dismissed after they're not needed anymore. Although helpfull, these units tend to eat experiences and of course: fame.
I'll be trying to not replay a single one battle. This is very hard to achieve, as it means that I must win more than sixty battles in a row. However, part of the reason for this is that one may crawl through the campaign with anything possible, but this does say very little about the army's efficiency.
As written - I won't change the difficulty setting and I won't replay scenarios for a better result - unless, of course, if I'd be defeated.
Tactics and purchases.
Most of the times I use ten units only, because they are easy to manage, gain experience fast and most notably, don't need too much healing. I also like when I got my men in the left row only. It could be better to use a bit more units, however I like to play it this way.
Target army (a "core") is four Auxilias, four Archers, and one AuxCav. Once I'll build this army, I will upgrade the stuff. I may buy some stuff even sooner, e.g. Archers' equipment is bought asap, for an obvious reason.
As you may see, I'll go for the all-light army. This is very cheap to heal, but it needs some managment. Battles in open terrain can be hard. That's where I will purchase heavy pincushions. Towards the end of the campaign I often use Triarii or even Praetoriani - best pincushions ever.
Tactricks.
Trample, disengage, trample. A cavalry tactic - friendly squad attacks the enemy, than disengages immediatelly and then attacks the same enemy once again. Result: high number of instanto kills. Pros: low losses. Cons: some horsemen (or even the whole squad) may remain trapped in an enemy formation; disengagement bug may cause the squad to go gaga.
Sieve. A cavalry tactic - friendly squad rides into the enemy rear and then turns back to the fray, overruning both the routed and the still fighting enemy squads. This vertical there-and-back movement may be used as many times as possible, so that the cavalry overruns as many routed enemy as possible. Pro: large amount of experiences that can't be gained by another means. Con: eats loads of order points; distracts player from the rest of the battle; cavalry is unusable for other tasks. Hint: once it is clear that the battle will be over in few seconds (e.g. time limits is at the end, there's one last enemy squad, etc.), direct the cavalry in a reasonable place to overrun the routed guys and don't click anymore, not until the last guy is overran. You don't want to accidentally finish the battle if there are still some free experiences literally running around.
Skill tree and equipment:
Nothing spectacular here. Balanced hand-to-hand infantry, machinegun-like archers, cavalry with an emphasis on high Trample and fast Frenzy.
Legate is not meant as a primary combat unit, but otoh, why not use him when possible? So the main concern is fast tactical skills, lately the combat circle.
Shortcuts:
Trample, disengage, trample aka TDT. See above.
[TBD]
So, after a dozen of finished runs of stock Legion Arena campaigns, I realized that I could make this little "walkthrough". Note that this isn't "the one and only way how to win"; it's just something I discovered after many hours of playing Legion Arena.
It's more fun than serious thing. I may add a few pictures from time to time...
I've started a new Very Hard run of the Roman campaign. Btw, I don't play the stock campaigns at any other difficulty.
My goal is to finally break the 1 140k threshold. I need to play very cautiously and I must not spoil the battles. Contrary to my previous runs, I'll try to not lose much men during the "hold for X minutes" scenarios - instead of focusing on as many experiences as possible, I'll focus on mere survival - even if it would mean that I'll use extraordinary units or tactics.
Before we start, lets take a look at few details:
Gameplay.
I will use "pincushion" units whenever needed. Pincushions are bought for the particular scenario and their goal is to absorb enemy arrows, make a suicidal attack to open a hole in enemy formations, or to lure enemy into traps, etc. They are dismissed without healing, and although they eat away a part of the experience bonus, they're more than helpfull. They range from anything from Peasants to Legionaries, but most of the time I buy Militia (when I have few Denarii) or Spearmen/Hastati (when I need more robust unit).
Except for the times when absolutely necessary, I won't be using temporal units at all. Tempo units are squads that are bought any time during the campaign and that accompany the army for any number of scenarios; they are used and healed as normal squads, but are dismissed after they're not needed anymore. Although helpfull, these units tend to eat experiences and of course: fame.
I'll be trying to not replay a single one battle. This is very hard to achieve, as it means that I must win more than sixty battles in a row. However, part of the reason for this is that one may crawl through the campaign with anything possible, but this does say very little about the army's efficiency.
As written - I won't change the difficulty setting and I won't replay scenarios for a better result - unless, of course, if I'd be defeated.
Tactics and purchases.
Most of the times I use ten units only, because they are easy to manage, gain experience fast and most notably, don't need too much healing. I also like when I got my men in the left row only. It could be better to use a bit more units, however I like to play it this way.
Target army (a "core") is four Auxilias, four Archers, and one AuxCav. Once I'll build this army, I will upgrade the stuff. I may buy some stuff even sooner, e.g. Archers' equipment is bought asap, for an obvious reason.
As you may see, I'll go for the all-light army. This is very cheap to heal, but it needs some managment. Battles in open terrain can be hard. That's where I will purchase heavy pincushions. Towards the end of the campaign I often use Triarii or even Praetoriani - best pincushions ever.
Tactricks.
Trample, disengage, trample. A cavalry tactic - friendly squad attacks the enemy, than disengages immediatelly and then attacks the same enemy once again. Result: high number of instanto kills. Pros: low losses. Cons: some horsemen (or even the whole squad) may remain trapped in an enemy formation; disengagement bug may cause the squad to go gaga.
Sieve. A cavalry tactic - friendly squad rides into the enemy rear and then turns back to the fray, overruning both the routed and the still fighting enemy squads. This vertical there-and-back movement may be used as many times as possible, so that the cavalry overruns as many routed enemy as possible. Pro: large amount of experiences that can't be gained by another means. Con: eats loads of order points; distracts player from the rest of the battle; cavalry is unusable for other tasks. Hint: once it is clear that the battle will be over in few seconds (e.g. time limits is at the end, there's one last enemy squad, etc.), direct the cavalry in a reasonable place to overrun the routed guys and don't click anymore, not until the last guy is overran. You don't want to accidentally finish the battle if there are still some free experiences literally running around.
Skill tree and equipment:
Nothing spectacular here. Balanced hand-to-hand infantry, machinegun-like archers, cavalry with an emphasis on high Trample and fast Frenzy.
Legate is not meant as a primary combat unit, but otoh, why not use him when possible? So the main concern is fast tactical skills, lately the combat circle.
Shortcuts:
Trample, disengage, trample aka TDT. See above.
[TBD]





