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IskarJarak01 avatar IskarJarak01 commented on May 12, 2024 1

I switched the scenario (1.18) save file to Nightmare difficulty and I had 120 starting gold, enough to recall the drakes necessary for a cheap win.

My original plan for the scenario (on Hard) was to recall my Flares, immediately advance them into Flamehearts and spam Clashers and Fighters. I was pretty checked out of the campaign by the final scenario, hence this stupid strategy.

I can't really comment on the balance, because I wasn't really paying attention (I don't like the Drake roster or recall cost mechanics) and the AI had wildly terrible RNG (-474 /-8% expected damage taken).

I think your Turn 6 win is fine, since Karron starts with a keep of units that can intercept so you actually have to do something.

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IskarJarak01 avatar IskarJarak01 commented on May 12, 2024 1

Unfortunately, if Resha has an AMLA ready, the chance of a Turn 2 win remains quite high even with L3 drakes. I used debug to set this up. You lose if you kill Karron by accident or if Resha gets hit 1+ times by Karron's retaliation, and then 3/3 by the bodyguard.
WoF-Crosswind replay 20240416-131856.gz

My recommendation would just be to move the Drake Flameheart bodyguard one hex over to block the soft flank:
Screenshot 2024-04-16 13 33 17

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IskarJarak01 avatar IskarJarak01 commented on May 12, 2024 1

I think the late roster addition is fine; I think I mostly recalled existing units anyway to make use of their experience and better traits. It's just the Drake roster in general but as a campaign player I don't even have very much experience with them.

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Gweddeoran avatar Gweddeoran commented on May 12, 2024

I personally think that scenario balance is really odd in general.
On Nightmare, you only have 60 starting gold, and unless you make a run for the villages, it's unlikely to beat the scenario.
I've beaten it by Turn 6 on my Nightmare run by sending Resha to the middle coastal villages and sending the spawns from there to surround Karron as she reaches the mountains in the middle of the map.

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Jonathan-Kelly avatar Jonathan-Kelly commented on May 12, 2024

Unfortunately, it seems there is a bug or limitation with the AI such that even setting [leader_goal]max_risk=1000000 does not dissuade Karron from heading for a nearby village when she is badly injured (she should head straight for her goal location).

But it looks like if I upgrade her two level two guards to level three, then it becomes usually fatal to use Resha to block Karron's movement south the way you were able to.

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Jonathan-Kelly avatar Jonathan-Kelly commented on May 12, 2024

Great idea, that should work fine. I can also move in the Hurricane Drake bodyguard by one hex to close off first turn flanking in general.

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Jonathan-Kelly avatar Jonathan-Kelly commented on May 12, 2024

I don't like the Drake roster

@IskarJarak01 just curious, is it the late campaign roster adding all the level two units to the recruit roster which you do not like or is it the basic drake faction roster in general?

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Jonathan-Kelly avatar Jonathan-Kelly commented on May 12, 2024

Ah, I see, thanks for clarifying. Yeah, the drakes are considered one of the harder factions to play as. Its mostly about capitalizing on their mobility; they are basically the maneuver warfare faction.

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