I have been trying to beat the final battle for the vampire coast campaign and been trying to beat it.
I have noticed that my handgunners haven't been getting too many kills in the battle as well as the campaign overall. in my last battle the black spot only got 27 kills (and being the highest). my Artillery play is on point, but I think my handguns are getting obstructed too much. any tips?
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After you survive the DE army have your melee squads position themselves at the sides to soak the zombie mobs and have your gunners in the centre still but move some to each side to shoot at enemies that come in focus bloated corpses and anything big like necrofex and leviathans. Make sure to utilise the reinforcements that come in from behind but DO NOT use the bloated corpses just leave them where they are.
If you survive the onslaught of undead (I found taking out all the big scary stuff asap made everything crumble it was weird I had zombie stacks coming into the area then immediately evaporating might be something weird unique to my battle but give it a go you need to focus them anyway) then another DE army comes in from behind remember those bloated corpses you left there? well GG you won haha clean up whats left of the enemy army enjoy your victory. Hope this helps.
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0 · Disagree AgreeDon't do this.
From reddit:
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Basically grab some melee zombies, I like the antilarge armorpiercing ones. And put them in spaghetti lines spaced apart with your hand gunners in between the spaces at the end. The AI blobs up on the tips of your mighty spaghetti and your guns pillage their booty. You can do your gun line however you like but I recommend 4-5 hand guns and fill infantry as needed. You then support with Lore of the deeps, artillery and Depth Guard. The only battles I’ve lost with this tactic are battles where my enemy also has a lot of long range artillery and pick me off from across the map.
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0 · Disagree AgreeIt's a basic disadvantage of handgunners in any faction that means I rarely use them. Yes, they outperform archers in optimal conditions, maybe even in average conditions. But I prefer to have units that always somewhat perform than ones that sometimes do great and sometimes do almost nothing.
Not saying you're wrong if you use them, so please don't waste your time flaming me. Just saying I don't personally find them very useful.
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0 · Disagree Agreefor the clossi on the other hand went from level 1 to level 4 in the match. might recuit one more to replace a level 7 cannon.
Also since infamy doesn't matter anymore, I use the rites and province affects to indle level some of my units more.
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0 · Disagree AgreeThey're too squishy against elite units to last very long, it's actually better in most cases to use regular zombies.
The regular ones are a massacre waiting to happen. The low model count gives them poor real estate coverage to begin with, their comparative health disadvantage, and no shield, means they die like flies to AP ranged units. Even in melee, their poor melee defense and small unit count means that they take a very high level of damage from AP infantry. You really don't even need stuff like swordmasters to cause serious problems, Empire halberds will make a mess of them just fine.
The polearm version will hold up a lot longer in melee, but still, no shield. The only thing keeping these guys around is their armor, any AP ranged units are just going to melt them, and non AP will still be doing horrifying damage to them. Zombies, by comparison, take up a lot more room, and have far more hit points. They die in droves, but there are a lot of them to kill.
They're great units, but they're units for killing things off fast. If you're going to block for a gun line, you want something durable. Zombies have raw numbers, and syreens have massive physical resist, either are a superior option. Depth guard only work particularly well in combination behind a second unit, preferably rotting prometheans they can more easily gap fill from behind monstrous units. Rotting prometheans also require care though, they're only slightly more durable against ranged fire.
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0 · Disagree AgreePrometheans also have the advantage of being able to be shot around and sometimes through. Plus depth guard filter in quite nicely without obstructing either unit.
But otherwise yea. Keep depth guard the hell outta the line of fire.
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