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Team consisted of
3 warriors in the front row
an archer on high ground
Mage and healer on back row.
No upgrades on warrior
Full range and damage on archer
Full chain and damage on mage
Rest of points on healers healing abilities.
Only had trouble with the level with 4 mages. (level 8? 9?)
Also, a good tactic (against AI) if you've got a strong mage is to move a warrior one step away, revealing his back to the mage. The enemy will always go for the back if they can, but will then leave their back open for a point blank back attack from the mage. If he's already a veteran, you can end up doing 40-50 on that one enemy + any chains you can get. Made level 10 too easy!
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My setup: High ground: Mage (+9 magic +3 chain) Next to: Healer (+7 heal +3 range)
And on front: 3 knight with +1 live.
-----Strategy: Just defend and use the high grounded mage, dont move anyone anywhere. Always start the cain on the weakest, mostry archer or mage cause if you start on knight and its shield deflects it affects the chain-downs too. So choose weak target first and you can deal a massive 70-80 damage with just a mage in one turn.
--
Healer is when everyone is goes for 1 knight, and those last-ditchers. 1 heal can give about 27 live that can give em some more turns.
---Knights are for human-shield. Just attack with them but dont move off from formation! Dont attack archers and mages with them, they are for the mage. Only do when mage is out of reach.
I did the first 7 levels with them easily, the last 3 were a bit harder but if you get the hang of it you can handle em. Buena fortuna!
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there should be a disclaimer that says "DO NOT CHOOSE MOVE-ATTACK BECAUSE THE GAME CHOOSES THE WORST POSSIBLE MOVEMENTS AND YOU CANNOT UNDO THE MOVE" because then this would take far less time
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also working well: 2 mages in back row(with 1 on top, both upgraded) and 1 completely unupgraded knight 1 square right of the center mage. don't rush with the warriorm and in the last battle stay completely still.
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I wonder if it's the new version or something that enable me to retry the level while retaining the original score though I doubt the former. You can access the retry thingy by clicking at the 'Quit' button (top-right during game) and select Retry from the menu given. Marvaddin's post confused me as when he said Quit & Retry, I went back to the menu and play all over again.
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Yes thank you @arakantos. I tweaked with some of the numbers (like giving the mage not on high ground more health, and my knights a little more) but your character combo seems to be the key. easy 30 pts
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thanks @ arakantos for the strategy, it works! I ran into a little trouble with the arrowstorm level but a couple of replays later I got it and got the hard badge without much trouble.
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get a mage in the center (high ground) one to the right (or left) of him and a cleric on opposite side then put a soldier in front and to left of cleric and a soldier in front of middle mage and a soldier to right of the other mage and in front (or opposite if you choose north setup) use remaining points to up dmg and armor for each knight by 1 and 1 upgrade for clerics hp
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WTF????? I just finished killing all of them but my 1000 points didn't register as the hard badge!!!!!!!!!!! MOTHERFoCKER!!!!!!!!!!!!
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Remember to have each unit manually end their turn when hurt, its only 1 hp per turn but just that much can mean a pass or fail
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Some important notes: 1) The game does NOT auto save, you need make 1000 points in 1 go, with same army for all battles. 2) If you finish a level, you dont have the option to retry it, so, if one of your units die while going for hard badge, quit immediatelly and retry level (if you go to menu your progress is lost). 3) Knights can use shield just once per turn, when they didnt receive damage yet and the attack is frontal. Open their guard using chain magic, attacks not frontal, or if you dont have other way, use your weakest attack. 4) The game does NOT have luck involved. Play a level the same way and you will get same result. The AI even does the very same move of each unit. If you lost using an strategy, try another one or the result will be the same. If you think these tips are useful, give it a plus :D
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come up with any strategy that u think works. ive made four different teams and they have all worked im averaging 968 on my games so far
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Arkantos's strategy is perfect, but you need to figure out for yourself when and should you move your knights around at times. like, at the mission Arrowhead you need to move the knights to the back row until the archers get close enough for your mages to blast. same applies to missions with mages.
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The reason why you guys don't get through with arakantos strategy is because it's his strategy. Build your own and stop using others strategies.
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i love this game, and in the end, it is the tactics that counts, not how big army you have. There could be more people playing in multiplayer.
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I lost with Arakantos's startegy. On the first level. With only one foe killed. Wait, I lose with every strategy. Looks like strategy doesn't like meh.
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arakantos's strategy works very well. Simply stay back and let the enemy come to you, rerely move the knights and let them sponge damage for the mages. the mage on high ground should NEVER step down unless there is one person left on the enemy team or something. even on the rounds where the enemy has mostly mages they will still advance leaving easy pickings for your mages. lastly, when choosing targets for your mages always go for the enemy with his/her SIDE exposed. that way the chain will carry on and still hit many people while if the enemy is a knight the shield block wont come into play. the knights you have should attack last, after the mages, and they should target the strongest available target (the mage chains should take care of weak enemies). easy hard badge for me
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There's lots of winning setups. I just got 1000 with 3 knights in front, a +1 heal +1 range healer back left, a +9 damage +3 chain mage on the hill, and a +1 damage +2 chain mage back right.
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First Row: Put a Mage (9 power, 3 chain) on the hill. Put 2 Knights on the ends.
Second Row: Fill with Knights. Use leftover points to give the center one some extra defense.
For your first turn, get the Knights in a solid line. Keep the Mage on the hill. Let the enemy come to you, so your Mage, the damage-dealer, keeps his Higher Ground bonus. Your Knights are there for defense, so no matter what, HOLD THE LINE. That means that they will do very little damage, but the Mage more than makes up for it. 1000 points every time. Vote up to keep this strategy alive.
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Even with arakantos's Strategy, getting that hard badge is VERY HARD. That's an impossible badge, not worth 30 points. 60 MAYBE.
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1 Mage on high ground (+9 Dam, +3 Chain, +1 Health)
2 Healers next to Mage, both sides of him (+3 Heal Power)
3 Warriors in front of them (+1 Health)
ALWAYS!!!! ALWAYS!!!! Pass first turn. Even if you get hit with an arrow, it won't be anything you can't heal.
Only move your warriors when your mage can hit something without moving!!!! - Very important not to move you're mage at all (unless there is only a one or two enemies on the field)
I got 1000 without having even one unit die.
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ponkiny, 80% shield block, 30% movement fatigue means damage goes dam*0,8*0,3=dam*0,24, dont add the percentages, multiply them
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the 2 mages with 2 shields in front doesnt work as well as it sounds, you can almost guarantee death 4th round in, 1 mage on high ground with (Hp +9 move +1 Dam +9 and chain +3) along with a Healer in the corner every time except for all archer level and very last level, with (Hp +8 Move +1 Heal +9 and Range +3) the mage never moves from high ground and never face him so hell take a shot in the back, Healer should heal every round and you should get 1000 points pretty easy, last level took me 3 tries but if you constantly move healer ull be fine :) like this to keep it high plz and ty good luck