![]() ![]() the bleeding / harried / burning weapon effects that lower enemy damage, health, movement, etc. kill the militia enemy first (enemy with a chess icon), so you get one extra action 3. The more turns you have, the more damage you suffer. Weapon upgrade is more optional, but do craft all the unique items, and upgrade any weapon / armor if you have resource.īattle should be fast and quick. Forge more tactic items until all your Praetorian have pilums. Luckily early game in act 1 they are on par with your Praetorian, while late game they can be 50% stronger.Īlways equip any tactic item you have (everyone should have pilum, then equip some bandage / fire jar), and grab any free items on battle field if movement allow. In battle, enemy are stronger than you in HP and damage, and will always use tactic items (fire jar / pilum / poison). Refresh the pool (from camp) if needed, and make sure they haven’t invested in useless perks yet (see perk build below). The speculation tent is a necessary (to replenish tactical equipment) the factory/arsenal provides you better stratagem, which can help you get better loot and win the game faster and the others are completely optional.įinally, in Act 1, immediately recruit at least 3 archers + 2 veles at level 1 or 2. Getting the forge early in Act 2 is crucial for early-game survival, in my opinion, and the foundry is more optional (because your Praetorian would probably be good enough by the time you get foundry) As a result, you will be able to create level 1 – 2 – 3 weapon / armors, as well as tactic items. I concentrate on the armory - forge - foundry path when upgrading my camp. In battle, I usually use whoever provides me the greatest loot as my army leader. ![]() Money, resources, and so on should be no problem because the game has no timeline and you can gather resources endlessly through legion missions. Guide to Ironman Mode (Insane Difficulty) Strategy Guide to Ironman Mode (Insane Difficulty).
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