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Old 03-27-2011, 12:49 PM
impy impy is offline
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Join Date: Jan 2010
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(continuation)
g) Reha champion of the arena 2 - This guy comes with serious defence and casts divine armor all the time. Not to worry, you[re interested in enemy attacking capabilites not defence. His stacks, although respectable ( i had 50+ tirexes there etc) are all physical dmg dealers so ignore them. Only danger is gorguanas. So from the beginning of the battle fly to them forcing melee and do not stop until they dead. In the meantime cast lighning balls using my stone-stone-skin-magic.spring-magic spring-repeat combo. After gorguanas are down cripple goshas and charge up on small numbers of gobots
that's all the easier fights done...
h) Shenobi. He comes with mainly elven+orc units. Elven units are not major danger here. Worth mentioning are dryads and their disabling skill, so deal with them quickly. I also had 300 druids there which do magic damage but relatively small. So after you're done with orcs cripple druids as priority. Orcs - I had 200+ goblin shamans there and 50+ ogres. Therefore: 1st turn = wait, wait, survive the damage from ranged units + shamans and check. If damage is too much to repair on one unit, cast stoneskin on this unit and repair what you can. Stay in the corner. Next turn - wait,wait and after receiving damage cast time back (which recharges repair skill). Continue with stone skins etc. If you get attacked from all angles invest in tactics skill and find yourself some quiet cormer right from the beginning. If initial damage was not too bad, just proceed as usual with my combo. Third round (after stoneskins are casted) fly in and destroy goblin shamans due to their lower resistance ability.
i) rakush. If rakush army does not have those little goblins in the army ( cannot remember the name - the melee ones whose initiative goes through the roof when attacked) use my setup recommended in Lowest level challenge thread = dryads, black dragons,droids, without enemy getting a turn. If there are no goblins shamans it is an easy battle - just equip some fire resistance and destroy catapults as priority (again with the help of cleverly positioned lightning balls). If there is tons of goblin shamans + catapults and some melee goblins, you[re up for an interesting battle. I have not seen army like that yet, chances are it may be unbeatable.
j) Uchkuk. The importance of chaos crown can be seen here. Not only +50% magic resistance but 50% astral res. as well. Those blood shamans are menace, usually combined with high number of catapults. (melee units are not important as usual). I discovered here the strength of pain mirror spell - the only way of bringing those blood shamans down quickly. So first round wait, wait, receive damage, cast pain mirror, repair. stay back. second round either time back or pain mirror again. after blood shamans are reduced fly in and destroy them. then catapults. I do not have to emphasize that lightning ball will be your best friend here. Note: if you manage to survive nicely first round of brutal attack of blood shamans, cast lightning ball on them AFTER their attack. I f you now follow with pain mirror chances are you destroy the whole stack right away.
k) K'tahu. Stay in the middle to start with to see where gorguanas get summoned. My spell combo is imperative here. With 95% phys. res all units including k'tahu wil do insignificant easy-to-repair damage. Not gorguanas. Their magic mark is a pain and if they manage to squeeze in critical damage from standard magic damage next round it will be serious. There are two problems here.
1) k'tahu mass atack reduces your speed to 1. You're also bound to be surrounded by his summons. In the other words, how to get to gorguanas quickly. You can cast mass haste, teleport, but mana is a problem. Mana management has to work properly for 50++ turns guaranteed. It means permanent stoneskin + source of mana. That's why order magic 3 and calm rage is needed, so you can squeeze in occassional mass haste or teleport.
2) i do not know the details of game mechanics here, but, as you kill his summons he will bring more summons in when their probably some leadership/hit points ratio goes below some threshold. That would mean summoning gorguanas again and more headache for you due to your speed 1 as mentioned above. Never let 2 stacks of gourguanas be on the battlefield, that's guaranteed loss. I therefore recommend just killing gorguanas and ignore the rest of the summons just bite k'tahu bit by bit
l) demenion. yes, 20+ archdemons and their halving ability, 10+ runemages, 400+ inquisitors. I used full setup of wanderer scrolls here just to be safe. Melee stacks are to be ignored, including green dragons, their magic attack is weak. I recommend casting 2 lightning balls in the corner where inquisitors are. Since many units are out of reach of ball, it will go after inquisitors. I brought down rune mages first, then seriously crippled inquisitors and then archdemons. What to do with do archdemons? I helped myself with 2 x mystic eggs in those hard to reach two spots on the battlefield. Archdemons are likely to go after them. Save yor mana, time back will be needed.
m) Gremlion. The most difficult fight. Go there fully buffed .You need to have divine armor on which is 25 mana, cannot approach gremlion without stoneskin on, and need very high mana supply for casting especially divine armors. Stone skin would be nice to have to face those summons. To top it up - druids attack you with magic, dryads have thier special reset ability, ents will entangle you. Luckily, killing any summons will give your tons of rage even after 20th turn. First, make sure there is one summoning tower standing for 90% of the fight in order to bring out summons which is fresh supply of mana for you basically. I let two summoning towers standing for cca 15 turns just so there is enough summons out there for me to feed on. Since it is impossible to have divine armors and stone skin on all the time, i was just shooting at gremlion when i had a chance. Battle took 80+ turns. Mana management is the most important here.
n) Baal. actually fairly straightforward fight. Make sure you have holy anger 3. I was hardly worried about mana this way. Baal attacks are physical (just a bit of fire every now and then). First round stone skin on horsemen, they charge first and are likely to get killed fast, which you do not want. Second round stone skin on knights. third +fourth round stone skin on droids. repeat. That's it
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