Posted July 13, 2021
While detailed unit descriptions are out there for this game, there isn't much in the way of a walkthrough. Here are my own notes on the game, with a few general hints. This is aimed more at newer players trying to complete the campaign, and is not a guide to getting gold for each mission.
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General Tips
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* Don't try to rush for gold victories, especially if this is your first run. Even silver isn't worth going for if it results in the loss of a good unit. You should be fighting relatively safely and getting as much XP for your units as possible, since that will pay off better in the end. That said, if you're within a turn of victory and you think you can make it, then do go for the win. The end of the battle is also a good time to just throw in all possible attacks to boost XP, since your units will heal for free after the fight and the enemy can't come back at you.
Just so you know what you're trading off: The gold rewards are usually an extra unit plus an artifact. Silver typically gives you just one of those. Since most missions have a small unit cap, and there are a fair number of decent artifacts that can be found in other ways, you don't really require the rewards that the faster victory gets you. Consider them as bonuses if you replay the game.
* Keep units clumped together, and make use of the defensive fire ability of shooters. Two shooters standing next to each other give mutual support, so try to pair them when you can. Don't leave any gaps in the line if possible, since there are many skirmishers that can ignore ZOC and sneak in to wreck the weaker shooters. The AI outnumbers you on almost every map, and it can freely charge in units that it knows will die. (The flip side of that is not to try the same tactics on the AI and waste a unit - your own skirmishers should be used as scouts, for picking off stragglers, or to soften up an enemy prior to a main assault.)
* It's usually better to spread attacks around rather than focus on destroying units one by one. A weakened unit isn't likely to attack you, and can't quickly recover, especially if you keep your forces next to it. The primary exception to this is in defensive battles, where you are outnumbered and can't afford to chase down units after you've weakened them.
* It's better to build experience gradually across the force than to stack it all on one unit. For one, the AI seems to really want to destroy the best unit it can (assuming it is weak enough). Also, you may find different units are better suited for different battles. In the first half of the campaign you should let some of the experienced units stay in reserve in order to make sure that all forces get a chance to level up.
* Don't forget to upgrade units; once you're past the first few missions you shouldn't need to pay for very many new units, and your money goes to upgrades. For many units the upgrade path doesn't change the perks, so it's better to upgrade than to wait (unless you want to wait until the full roster is unlocked, so you can upgrade to the best version one time). Peasants are a notable exception - they get the truly ferocious "People's Rage" perk at Level 5, and should only be upgraded after maxing out.
* Except for your main hero, your hero units can be lost without going away permanently. This means, if necessary, they can be used for a sacrifice, as it won't cost you anything but the use of them for the rest of the mission. This is really only feasible early in the campaign, since by the end you will need to rely on the power of the high-level heroes. It's also something that can be more easily done in the Orc campaign, as you get more heroes to work with.
* Most maps have scripted events, and not all of them are fun to deal with. What this means is you shouldn't rush to capture objectives until you have a good idea of what's nearby that can come at you. There are a few objectives with their own turn limit (check the quest log), but for the most part, you can complete objectives on your own time. The AI doesn't purchase units, so it's okay to leave a city open to take later (as long as you are completely confident there are no hidden units behind you that can occupy it).
==========
Human Tips
==========
* The human units favor defense over attack. They also have a large variety of ranged units and high-quality cavalry. The air units (eagles) are adept at both air and ground combat. Overall, the humans work best in an organized group, and if unit cohesion is maintained, they are very tough to beat.
* Somewhat counter-intuitively, humans are the side that can be more aggressive when advancing. This is because the emphasis on defense means they can withstand the counterattack on the enemy's turn better. The availability of shooters to back up the front line also makes it less likely that an unseen enemy will be able to punch a hole in it. Again, that does require an orderly move forward when in the open.
* Human units start out fairly weak. The heavy cavalry is the one unit that comes in strong, although I'm not a big fan of cavalry in general. I also find the mid-range upgrades to be a bit unimpressive, but at the high end, they do improve substantially. Peasants in particular have an amazing final perk, and it's a good idea to train up some of those units from the start, despite their initial lack of power.
==========
Human Campaign
==========
==========
1. Wind of the Steppes
==========
Fairly easy and straightforward. The main battle in this one involves a river crossing; you can get a taste of what works and what doesn't. Be sure to back up the front line with archers when facing the tougher enemies. Otherwise, the enemy groups are small and you can split off 1-2 units at a time to clear them out and build up more XP. Don't forget that you can also fight the town that's behind the main objective (just don't move into the castle when the enemy retreats/dies, or the mission will end early).
==========
2. Against the Wind
==========
Get used to scouting into the forests, to make sure nothing can trip you up from behind (or the side). It's okay to split off one or two units in detachments for checking; the enemy is a bit stronger than in the last battle, but you're still not seeing big groups. Just proceed steadily, and try to cycle your units into combat so all of them get some XP. Don't miss out on the free units you can pick up on this map and the next one.
==========
3. Rapid Rescue
==========
This is the first really tough one. What you shouldn't do is try to force your way along the road, especially at the river crossing. Keep pressure there with some of your units, but send a decent portion the long way around (on the right, toward the forest at the back behind the lake). There's an important objective that shows up back there, and you can get a head start on it by going that way. You do get a new hero (mage) when you capture the middle town, but he is weak enough on this map that you don't need to strive for it early. Be cautious at the river, as there are a lot of enemy forces waiting to hit you as soon as you make the crossing. It's okay to fall back behind the river if you are taking too much damage.
==========
4. Back to Derenhalle
==========
Using the initial units, you can clear the port within the first turn or two (it's a loss if you take more than four I believe). After that, you can get your forces deployed. Split some of them to march straight ahead, and the others to clear and hold the forest. As you head toward the towns on the left, you'll be dealing with enemy groups that may attack from the left and the right. So hold your ground at the river, and don't even move into the towns until you are ready to hold off all counterattacks.
Taking the forest can be tough as well, as one of the groups of mounted units may decide to barge in while you're still fighting the goblins. Secure a safe corner and fall back to the towns as needed, calling in reserves if you have taken losses. You do want to engage the enemy on this side, though, as it will make it easier to capture the castle at the end. Otherwise these forces head off and hit your units on the plain where defending is tougher to do. Adding a flying unit for scouting can be a big help on this map.
==========
5. Freiburg's Destiny
==========
The river running through the middle marks a good dividing line for the first phase of the battle. Instead of going directly at Freiburg, get to the first bridge near the city. Ensure that you are prepared to hold off any assault coming over it. Then, while attacking the outskirts of Freiburg, make sure to finish off everything that's currently on your side of the river. Don't capture Freiburg even if you can. Cross the river first so that you're prepared for the inevitable counterattack.
The crossing itself will be somewhat difficult, because there are two big enemy groups with charging units waiting on the other side. You need to clear space and then cross in force. After getting over the river, send your main force to the left (a required objective) and keep a few units to capture Freiburg proper and hold the line at the mountain ridge. For an easier time of it, hold off on occupying Freiburg until the battle's nearly done. That way you won't have to deal with any of the units on the right of the mountain range unless you really want to.
==========
General Tips
==========
* Don't try to rush for gold victories, especially if this is your first run. Even silver isn't worth going for if it results in the loss of a good unit. You should be fighting relatively safely and getting as much XP for your units as possible, since that will pay off better in the end. That said, if you're within a turn of victory and you think you can make it, then do go for the win. The end of the battle is also a good time to just throw in all possible attacks to boost XP, since your units will heal for free after the fight and the enemy can't come back at you.
Just so you know what you're trading off: The gold rewards are usually an extra unit plus an artifact. Silver typically gives you just one of those. Since most missions have a small unit cap, and there are a fair number of decent artifacts that can be found in other ways, you don't really require the rewards that the faster victory gets you. Consider them as bonuses if you replay the game.
* Keep units clumped together, and make use of the defensive fire ability of shooters. Two shooters standing next to each other give mutual support, so try to pair them when you can. Don't leave any gaps in the line if possible, since there are many skirmishers that can ignore ZOC and sneak in to wreck the weaker shooters. The AI outnumbers you on almost every map, and it can freely charge in units that it knows will die. (The flip side of that is not to try the same tactics on the AI and waste a unit - your own skirmishers should be used as scouts, for picking off stragglers, or to soften up an enemy prior to a main assault.)
* It's usually better to spread attacks around rather than focus on destroying units one by one. A weakened unit isn't likely to attack you, and can't quickly recover, especially if you keep your forces next to it. The primary exception to this is in defensive battles, where you are outnumbered and can't afford to chase down units after you've weakened them.
* It's better to build experience gradually across the force than to stack it all on one unit. For one, the AI seems to really want to destroy the best unit it can (assuming it is weak enough). Also, you may find different units are better suited for different battles. In the first half of the campaign you should let some of the experienced units stay in reserve in order to make sure that all forces get a chance to level up.
* Don't forget to upgrade units; once you're past the first few missions you shouldn't need to pay for very many new units, and your money goes to upgrades. For many units the upgrade path doesn't change the perks, so it's better to upgrade than to wait (unless you want to wait until the full roster is unlocked, so you can upgrade to the best version one time). Peasants are a notable exception - they get the truly ferocious "People's Rage" perk at Level 5, and should only be upgraded after maxing out.
* Except for your main hero, your hero units can be lost without going away permanently. This means, if necessary, they can be used for a sacrifice, as it won't cost you anything but the use of them for the rest of the mission. This is really only feasible early in the campaign, since by the end you will need to rely on the power of the high-level heroes. It's also something that can be more easily done in the Orc campaign, as you get more heroes to work with.
* Most maps have scripted events, and not all of them are fun to deal with. What this means is you shouldn't rush to capture objectives until you have a good idea of what's nearby that can come at you. There are a few objectives with their own turn limit (check the quest log), but for the most part, you can complete objectives on your own time. The AI doesn't purchase units, so it's okay to leave a city open to take later (as long as you are completely confident there are no hidden units behind you that can occupy it).
==========
Human Tips
==========
* The human units favor defense over attack. They also have a large variety of ranged units and high-quality cavalry. The air units (eagles) are adept at both air and ground combat. Overall, the humans work best in an organized group, and if unit cohesion is maintained, they are very tough to beat.
* Somewhat counter-intuitively, humans are the side that can be more aggressive when advancing. This is because the emphasis on defense means they can withstand the counterattack on the enemy's turn better. The availability of shooters to back up the front line also makes it less likely that an unseen enemy will be able to punch a hole in it. Again, that does require an orderly move forward when in the open.
* Human units start out fairly weak. The heavy cavalry is the one unit that comes in strong, although I'm not a big fan of cavalry in general. I also find the mid-range upgrades to be a bit unimpressive, but at the high end, they do improve substantially. Peasants in particular have an amazing final perk, and it's a good idea to train up some of those units from the start, despite their initial lack of power.
==========
Human Campaign
==========
==========
1. Wind of the Steppes
==========
Fairly easy and straightforward. The main battle in this one involves a river crossing; you can get a taste of what works and what doesn't. Be sure to back up the front line with archers when facing the tougher enemies. Otherwise, the enemy groups are small and you can split off 1-2 units at a time to clear them out and build up more XP. Don't forget that you can also fight the town that's behind the main objective (just don't move into the castle when the enemy retreats/dies, or the mission will end early).
==========
2. Against the Wind
==========
Get used to scouting into the forests, to make sure nothing can trip you up from behind (or the side). It's okay to split off one or two units in detachments for checking; the enemy is a bit stronger than in the last battle, but you're still not seeing big groups. Just proceed steadily, and try to cycle your units into combat so all of them get some XP. Don't miss out on the free units you can pick up on this map and the next one.
==========
3. Rapid Rescue
==========
This is the first really tough one. What you shouldn't do is try to force your way along the road, especially at the river crossing. Keep pressure there with some of your units, but send a decent portion the long way around (on the right, toward the forest at the back behind the lake). There's an important objective that shows up back there, and you can get a head start on it by going that way. You do get a new hero (mage) when you capture the middle town, but he is weak enough on this map that you don't need to strive for it early. Be cautious at the river, as there are a lot of enemy forces waiting to hit you as soon as you make the crossing. It's okay to fall back behind the river if you are taking too much damage.
==========
4. Back to Derenhalle
==========
Using the initial units, you can clear the port within the first turn or two (it's a loss if you take more than four I believe). After that, you can get your forces deployed. Split some of them to march straight ahead, and the others to clear and hold the forest. As you head toward the towns on the left, you'll be dealing with enemy groups that may attack from the left and the right. So hold your ground at the river, and don't even move into the towns until you are ready to hold off all counterattacks.
Taking the forest can be tough as well, as one of the groups of mounted units may decide to barge in while you're still fighting the goblins. Secure a safe corner and fall back to the towns as needed, calling in reserves if you have taken losses. You do want to engage the enemy on this side, though, as it will make it easier to capture the castle at the end. Otherwise these forces head off and hit your units on the plain where defending is tougher to do. Adding a flying unit for scouting can be a big help on this map.
==========
5. Freiburg's Destiny
==========
The river running through the middle marks a good dividing line for the first phase of the battle. Instead of going directly at Freiburg, get to the first bridge near the city. Ensure that you are prepared to hold off any assault coming over it. Then, while attacking the outskirts of Freiburg, make sure to finish off everything that's currently on your side of the river. Don't capture Freiburg even if you can. Cross the river first so that you're prepared for the inevitable counterattack.
The crossing itself will be somewhat difficult, because there are two big enemy groups with charging units waiting on the other side. You need to clear space and then cross in force. After getting over the river, send your main force to the left (a required objective) and keep a few units to capture Freiburg proper and hold the line at the mountain ridge. For an easier time of it, hold off on occupying Freiburg until the battle's nearly done. That way you won't have to deal with any of the units on the right of the mountain range unless you really want to.
Post edited July 14, 2021 by Kangra