Strats for the "Bloody Offenses" mission....

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Sep 22, 2009
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So whats a good strat for this mission?

The vampires come before I can even level up my heroes or anything, and the vampires do 10x more damage then my heroes can dish out, so they just sit and rape all of them with the lifedrain and makes my ass bleed.


I even tried just building a warrior guild with towers and thats it, but the vamps still rape my warriors.
 
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ItsEggrollTime

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Build 2 rogues guilds, recruit rogues. Place a large attack flag (400-500 gold)whenever you see a vampire so your rogues swarm him. Even though they're weak they'll kill the vamp before he can do much damage and they'll level up quicky. Once you upgrade the guild and research the level 2 attack you can get by with small attack flags on vampires. Upgrade to level 3 ASAP and research stun. Now sit back and laugh as your rogues take down vamps without even breaking a sweat. If you have extra money build a clerics guild and upgrade it right away. The level 2 attack is great against undead, but I'd upgrade the rogues guild and learn stun before spending money clerics.
 

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I started with Clerics on this mission, upgraded the Guild to level 2 and researched Holy Attack. Added more clerics till I had 3 guilds worth. A warriors guild to stab things, rangers for exploring and finally some temples for holy smiting.

Of course the firesnake invasion caught me completely with my pants down, but was solved with a couple of towers and a trading post upgrade.


Never even got a chance to finish the secondary quest, the wagon got stabbed by 3 undead the instant I got camera control back.
 

ItsEggrollTime

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Yeah that secondary mission confused me. As soon as I got camera control back the wagon was already under attack. I guess you have to clear out the surrounding lairs before finding the hut, but how could you know that the first time? The clerics strategy should work but IMO they're too one dimensional and expensive to start with. With rogues you don't need to spend money on a rangers and warriors guild. Rogues explore faster than rangers for a cheaper price, plus they can take out any lairs they come across for a mere 100 gold if they're right next to it. I also think they're better fighters than warriors. Warriors are only stronger once they're fully upgraded but like wizards they're too slow to be useful in the early game. A rogue can destroy 2 lairs in the time it takes a warrior to walk to the first lair. So while warriors are slightly stronger their strength is negated by the extra enemies you have to deal with. Plus rogues can actually flee successfully unlike warriors who slowly try to run away only to get hit in the back.

I think if you're aggressive with flags rogues are the best heroes in the game, not including temples.
 

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I could probably do the secondary quest if the fear flags didn't keep timing out. Who ever decided Fear flags should randomly disappear should be shot.

Because whenever I find the secondary quest I never have enough heroes free for a defence flag nor enough gold to heal the wagon from the undead while they get there.

If I put down fear flags all is good, till they time out and the wagon gets hacked to pieces because my hero got too close.
 

ItsEggrollTime

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Thankfully it's not required to win the mission. I never did bother with fear flags, I tried to use them once or twice but could never get them to attach to a monster. It seems like they are placed on terrain like explore flags which doesn't help since monsters can walk away. The concept is good but in practice they don't seem that useful.
 

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I find myself using them as anti-attack flags, if the heroes are annoying something in the middle of my town that just happens to have a massive AoE attack, much like the last boss, it gains a Fear Flag for only as long as it takes to scatter the would be defenders.

They aren't that good for keeping heroes away from areas because they time out and the heroes decide to go see what you had a fear flag there for.
 
Sep 22, 2009
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rogue strat worked first time, thanks.


also it was funny, i didnt know about the wagon tehn all of a sudden i found it within the first 30 seconds of the mission when a rogue happened to wander over there and it somehow made it all the way to the top of the map without dying

nice extra 5k gold at the start, helped a ton.
 
Sep 23, 2009
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I also started of with 2 cleric guilds. Then the vampire came and locked them all into a stale-mate situation which nobody can win, but of course all clerics turned level 10 pretty quickly. So I had checked the vampires stats and saw he was weak to melee, so I built a warriors guild and those 3 finally took care of the vamp :)

Later on I researched the holy smite cleric attack vs undead and now they just annihilate them on sight!
 

Hassat Hunter

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Oddly enough, the sidequest is much harder than the quest itself. Haven't been able to successfully complete it myself.

Too soon and it gets destroyed by a single zombie's poison.
Too late and it gets swarmed by Skeleton Veterans at the end, too many for my heroes to battle (and of course I just used my Sceptre for the OTHER mob).

I never get more than 1 guild of anything; but 500 gold on a vampire and it's toast from the mob of heroes swarming in (unupgraded).
 

Elder Fogcrow

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for me, the side quest doesn't pop up too early if I don't build anything to the west of my palace(auto spawned buildings don't activate it). you can use the space key to skip cutscenes and heal on the caravan, until your defense flag gets answered^^
 

Hassat Hunter

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That may be the issue, I never research healing.
And the caravan is dead in 2 hits (or slowly succumbs to poison) making healing very expensive and consuming. Likely more than the reward is?
 

Analad

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If you don't delay this secondary quest quite a lot the heal spell will be useless. I used it to let time to 3 heroes to come but the time they walk to roughly reach the caravan the skeletons delayed the heroes and at some point the caravan was alone against more skeletons further on the path.

You need heroes that kill fast enough or come in large number. This quest adds an event but the chance to succeed it is rather small.
 

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I managed to complete the side quest by not discovering it to early. By the time I did, I had Elves with the extra speed spell, who managed to catch up to the wagon before it got swarmed(or killed in second by a single vampire). I think it was a wandering cleric who discovered it, so I also had a bit of healing. Then some other heroes arrived and the wagon managed to make it to safety. If you do manage to escort it all the way, you find a bunch of lairs and 2 or 3 trading post sites, without having to place any explore flags.

Also, in regards to vampires, their drain life spell doesn't heal them if used on buildings, so if you can provoke them into attacking towers or trading posts first, then put a bounty on them, they should go down quicker.
 

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They drain health from buildings, but don't recover any of their own health by doing it. And, if I remember correctly, they don't change target to a live opponent if they are attacked by them, meaning they keep draining the building and not healing while heroes/guards pound on them.