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sth abt the new quest


dilloncyh

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1. I am now at the 'conquest' part and after a few games I still can't take down half of them. Can some1 provide a common strategy to win? Do I need to use the 'special' in order to win as I don't have any points left, so I can't use any of the 'special'.

 

2. Is the final boss fight hard with yak., ovl and turmoil?

 

thanks

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The Champion won this fight for me. Keep him healed up. I let him tank the hits of the Splatters (They all moved up in a few turns from me), then take out what comes to you. Chase the rest up when everything's dealt with.

 

I don't have Overloads, a Yak, or Turrmoil and I got her done with 7 brews or so. You should be fine.

#KERR2016/17/18/19/20/21.

 

#rpgformod

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using specials is not a waste of points.

They are all highly useful.

 

Regenerate is the most important to use for this quest primarily to keep your champion alive.

Battle Cry is useful for powering up mage and archers especially to take down some opponenets.

Chastise is valuable to tie down a splatter to stop it moving and killing off ur guys.

Charge is useful for rushing a troop in to a weak target.

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You want to take out the brawlers with your champion and knight. Mages can one-hit the defilers and shifters, so move in (possibly with charge) when one is in range. Spinners and splatters have high health; I recommend you tank the splatters with you champ, as that will save you from having to do another 1200 damage or so (and you get hit when you kill them anyway). If you have the points, charge + battle cry (regenerate the turn after) on your champion is a powerful combo.

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Have your scouts commit suicide by attacking the splatters. The splatters will blow up when they counterattack and all you'll lose is your scouts. Other than that, just use your archers and mage to snipe things with low hp like the torchers and use your champion and knight to kill the tougher things.

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