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"Rise of the Deliverance" tips?


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Pro tip: don't let your guys die.

 

Seriouslu tho, for the first one, let Fernand weaken the mages, perhaps with hit and run. Also, keep an eye on the generic units, 'cause they'll die easily. Don't care too much for the green units: the you get nothing by saving the soldiers, and Slayde will run away before he dies even if he gets attacked once or twice.

For the Claire and Mathilda one, use Mathilda to bait the terrors and whoever has the ring for the sorcerers. Keep in mind that you can swap their equit to let Clair recover 5 healt.

The other two are easy. Just be sure not to let the cavaliers sneak behind you in the last one.

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1 minute ago, Enaluxeme said:

Pro tip: don't let your guys die.

 

Seriouslu tho, for the first one, let Fernand weaken the mages, perhaps with hit and run. Also, keep an eye on the generic units, 'cause they'll die easily. Don't care too much for the green units: the you get nothing by saving the soldiers, and Slayde will run away before he dies even if he gets attacked once or twice.

For the Claire and Mathilda one, use Mathilda to bait the terrors and whoever has the ring for the sorcerers. Keep in mind that you can swap their equit to let Clair recover 5 healt.

The other two are easy. Just be sure not to let the cavaliers sneak behind you in the last one.

Wait, so you get Fernand's lance by keeping your generics and not the ones with Slayde alive?

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Yep, Slayde's allies can die. Fortunatly, otherwise it'd be almost impossible to get the lance.
Before talking to Slayde, full heal your units it will help you a lot, and try to always stay (after talking to him) in bushes.

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3 hours ago, Enaluxeme said:

Pro tip: don't let your guys die.

 

Seriouslu tho, for the first one, let Fernand weaken the mages, perhaps with hit and run. Also, keep an eye on the generic units, 'cause they'll die easily. Don't care too much for the green units: the you get nothing by saving the soldiers, and Slayde will run away before he dies even if he gets attacked once or twice.

For the Claire and Mathilda one, use Mathilda to bait the terrors and whoever has the ring for the sorcerers. Keep in mind that you can swap their equit to let Clair recover 5 healt.

The other two are easy. Just be sure not to let the cavaliers sneak behind you in the last one.

There's also a pretty lenient time limit on the claire/mathilda one. If clair takes too much damage, just retreat to a near by heal tile while mathilda takes care of terrors that sneak up. I went to the left side, which works since it means you never have to deal with the dragon. Use Clair to bait up/soften the mages if you don't feel like swapping.

For the castle defense map, i abused choke points. Lukas on one side, a rotating mathilda/clive/fernand on the other, while Python and Forsyth went to the upper right area. Python helped pick off archers so people could live longer, then when the cavaliers spawned they both retreated to the stair case to plug them up. Once everyone is in position, and you don't need to worry about micormanaging the items, its pretty easy to weather the storm for 9 turns. Everyone is fiarly bulky and takes a while to kill anyone. Ideally you skip player phase (and keep the javelin at a minimum) so you can deal with weaker enemies before mages and such can get up to you.

The outpost rescue should focus on killing the initial set of enemies (try to lure the initial set towards you), then worrying about rescuing the rest. I think rescuing the second and third units causes reinforcements to spawn, but with a bit of luck and good positioning you can stall them out. By the time you're ready to escape you wont need to worry about the third batch of reinforcements. The allied soliders are mercifully relatively bulky and on 20 avoid tiles, so there shouldn't be too much risk of everyone dying. The most worrying reinforcement spawn is the second one, which consists of 3 mercs who are fast and relatively strong.

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