Here are my notes from playing as Greasus Goldtooth.
The AI got a little sneaky with me in Realm of Chaos and I ended up going in 5 times.
Victory Conditions
[Forge of Souls Campaign Victory]The quests are to complete the battle in the four daemons' territory and capture all four types of Souls.
Win the final battle in the Forge of Souls.
[Domination Victory]
Defeat the indicated forces.
Occupy or make 50 provinces a province. or form a military alliance.
Characteristics of Forces and Leaders
Greasus Goldtooth - Goldtooth
Diplomacy with Ogre Kingdoms +20
Revenue from trade +25
Unit Mass +25%.
Gold earned from Raid stance of Greasus' troops +50%.
Maintenance cost of Irongut unit of Greasus' troops -50
50% of gold obtained when Greasus forces raid and loot a city.
Even state capitals can only grow to Tier III.
To recruit units for Tier IV and beyond, camps must be built and grown. (See below).
The campaign is easy to run due to the abundance of financial skills, technology, and buildings.
It is easy to improve relations with Ogre Kingdoms and can be treated as a wall of the province where they are based.
However, it is easy to get caught up in battles with enemies on the outside, so it is best to refuse requests for war as much as possible.
Lord
Tyrant:
Expert in close combat.
They are given Big Names like Greasus.
Slaughtermaster:
Spellcaster.
There are two types: Beasts and Great Maw.
The Beasts have the ability to strengthen, weaken, and summon Manticore, while the Great Maw lineage has the ability to heal [Trollguts].
Hero
Firebelly:
Firebelly can be invited by building Camp Oven (Artillary Building Chain Tier IV) in the camp.
Some technologies increase the number of invitation slots by +3.
Scouting, Spread Control, Damage Walls, Wound, Block Army
Spellcaster (Lore of Fire)
The skill of [Fire Breath], which bombs 90m away with 3 times limitation, but other performances are not so good.
I could conceivably include him in a squad for Scouting during training, but I am not sure if I would include him in Greasus' main squad and take him on quests or in the final battle.
I would like to find opportunities to utilize them on the field. (Especially in the role of closing the Rift, etc.)
Hunter:
Gorger Cave (Monster Building Chain Tier III) can be invited by building Gorger Cave.
Increase Mobility, Stimulate Growth, Assault Garrison, Assassinate, Assault Units
They are given Big Names like Greasus.
They have a powerful long-range attack.
He can acquire the skill [Crippling Throw], which gives him a limited 3 times crippled state (-24 evasion, -25% speed).
He can also be used both inside and outside of the unit, from expanding movement range to eliminating enemy heroes.
The third tier of skills that enhance the Tier II Sabretusk Pack units are also available, but honestly, I don't need these.
Butcher:
Butcher: Can be invited by building a Gut Henge (Army Support building chain Tier III) in the camp.
Replenish Troops, Cleanse Corruption, Steal Technology, Wound, Hinder Replenishment
There are two types of maw: Beasts and Great Maw.
The Beasts have the ability to strengthen, weaken, and summon Manticore, while the Great Maw lineage has the ability to heal [Trollguts].
The Great Maw lineage has Trollguts, a healing magic, and Replenish Troops, so you should have one accompanying Greasus and the invasion force.
Units, etc.
The image of the force is that of meat, or rather, meat with a strong image of meat, but it is surprisingly rich and excellent in remote units, such as high-powered artillery and long-range fire units.
The Iron Blaster, a Tier V artillery unit, has a slightly short range (380), but its remote attack power reaches 1,500, and it also puts the opponent in a state of Sundered Armour (Armour -30).
If they can be recruited early, they can be a great asset, including in quest combat.
The cavalry's legs are slow and cannot keep up with similar units of other forces.
They are better suited for deploying horizontally to disrupt the enemy rather than charging in on their own.
Meat
A resource indicated by a meat-on-the-bone icon.
It has various uses in Ogre Kingdoms.
At the same time, it can also be a stumbling block to an advancing army.
The amount of meat possessed is managed by each unit. The maximum value is 300.
Each unit consumes 1 Meat per turn. (20 Meat for 20 units).
The burden is reduced as the game progresses, as technology and skills are replenished each turn.
The enemy can be acquired after a battle, and there is also the option to turn the enemy into a meat.
When you have troops in your territory, the amount of Meat produced will depend on the city.
When there is no camp (see below) nearby, troops will spend Meat each turn according to the number of units.
Unless you save up in advance or research Meat-producing technology [Gone-Off Meat] to offset the negative amount, it will be difficult to sustain your troops during an expedition.
If the Meat possessed by the unit becomes zero, it will enter a state of Attrition and the unit will begin to wear out.
There is a way to survive such as having multiple Lords hold the Meat, leaving a vacant unit, and when the Meat is getting low, transferring the unit to the Lord with the most Meat remaining .......
However, there is a risk of being attacked by enemy units with the third Lightning Strike (ignore reinforcements and fight only with the units you have targeted).
After the middle stage, the maximum number of camps and the amount of Meat replenishment have increased, so it is no longer necessary to make such desperate attempts.
The amount of replenishment can be greatly increased by simply building a camp's Meat Chain building Tier I, Feast Table.
Even if you have already decided to discard a camp, it may be a good idea to build it if you are worried about your Meat reserves.
When Greasus learns the skill [Betta Campin'], the supply of Meat from the camp will be increased by 50%.
If Greasus can study the skill [Huntin' Tricks] in the middle of the innermost section of the technology, the supply of Meat from the camp will be increased by 50%.
[Pre-Battle Feast]
By spending Meat in the pre-combat screen, the client gains bonuses in speed, number of units, assault attack power, etc.
It also helps with auto-resolution, although only slightly.
Offer to the Great Maw
Can be executed from the Troop Panel.
Costs Meat and receives a temporary bonus in return from the Great Maw.
Cost 10 Meat, effect 10 turns.
Managed by each unit.
[Bloody 'n' Raw]
Attack hit +10
Useful, for example, before entering a quest battle.
[Come 'n' Get It]
Campaign movement range +20
[Fill Yer Bellies]
Turns required for global recruitment -2 (minimum 1 turn)
Useful for hastily building up troops.
[Give Me Gut Magic]
Winds of Magic +5
Big Name
The character (force leader, some Lords, Hero) is given two names and receives a bonus modifier.
Selectable from the Big Names tab in the Character panel.
Unlock conditions can also be checked.
Note that Greasus Goldtooth's name does not change even if he is given a Big Name.
It takes 10 turns to be able to change the Big Name again.
Camp
Camps can be built on the map.
It is possible to do so from the unit panel.
Cannot be built too close to other cities.
You can only build one camp per province. (It can coexist with camps of other Ogre Kingdoms).
The camp's effect is quite broad, extending to other states.
A camp is both a city and a unit in itself.
It has the same maintenance costs as a troop, depending on the unit it belongs to, but it has a higher mitigation rate than a regular troop, and there are structures that increase the mitigation rate.
If a unit is wiped out by a raid, the camp also disappears.
Camps that are no longer needed can be closed by removing all units from the unit (by transferring or disbanding the unit to another unit and then disbanding the Lord of the camp from the Recruit Units button).
In times of peace, a camp can be used to save on per-turn maintenance costs by keeping units in the camp, or, on the other hand, if units are expected to be depleted due to heavy fighting, the camp can be used to recruit units to keep them cheap and replenish them from there as needed.
There is a limit to the maximum number of camps that can be built.
The maximum number of camps built is limited, but can be increased as technology research progresses and Greasus' skills are developed.
The unit's Meat consumption is eliminated when it is within the camp's effective range.
The camp itself can be used to build structures that produce Meat, so it is desirable to build a camp like a meat replenishment station.
When the camp is built, low-tier units are recruited into the camp.
They can be transferred to units, so they can be used for immediate replenishment in the early stages of the campaign.
The camp can also heal units if they are within the camp's effective range.
Attrition and other conditions can be nullified and the unit can be reprensied.
It can also be used to build structures that enable the use of army abilities.
Since camps are effective even within the sphere of influence of a hostile city, they may be built in the vicinity of a city to provide temporary support during an invasion.
The income chain buildings have a high capital boost, so it is also possible to build them in the safe zone of the province where you will be based.
Growth Chain buildings can also increase the local recruitment quota.
Contracts
Rewards and likelihood are obtained by responding to requests from the forces.
Wait 10 turns until the next request is accepted.
In fact, if you make an enemy of another force for the sake of that force, you will only get a small reward, which will only increase the number of disasters.
Strategy Memo
[Opening]
The map starts with the Great Hall of Greasus, a city in the Ivory Road Province, near the eastern edge of the map.
There is no particular power that has an effective relationship with the Ogre Kingdoms, but the relationship with the Ogre Kingdoms quickly improves.
However, since the territory controlled by the Ogre Kingdoms = a good environment for you, you should attack and take what you can.
Although you can trade with the Grand Cathay in the north, if you carelessly form an alliance with the Ogre Kingdoms, they are likely to become hostile to you.
On the other hand, if alliances are formed with the Burning Wind Nomads and others, it will serve as a check against invasion by other Grand Cathay forces from the north.
The Grand Cathay lands are difficult for us to live in because of their unfavorable climate.
Rather than adding them to our territory, we would rather ravage them with Sacks.
We can join hands with Greenskin.
It is easier to use them as a wall than to make enemies with them.
[Early stage]
The Crossed Clubs are the immediate enemy.
Hero: Hunter appears after defeating the troops in the south.
The main Greasus unit will head directly southeast to Grimtop.
The second unit will be formed in the Great Hall of Greasus to prepare for the attack on Amblepeak in the west.
By default, only two units can be recruited locally, but by using [Fill Yer Bellies] and the three global recruiting slots, a unit can be quickly formed.
Greasus' main force will turn around after the attack on Grimtop and head for Amblepeak.
Once Greasus' forces capture Amblepeak, they should destroy Karak Azorn in the south.
The unit will then head for Karak Krakaten, which is located south of Grimtop.
At the beginning of the campaign, Karak Krakaten is controlled by Clan Mordkin of Skaven.
Declaration of war is necessary to attack the city.
The first step is to take Karak Krakaten and conquer the Ivory Road Province.
The decision to march south depends on whether you join forces with the Dark Land Orcs of Greenskins or declare war on them.
(The author joined the Dark Land Orcs).
Go north, aiming at Fallen City.
If you advance quickly, it is likely to be in ruins.
Declare war on Lazarghs.
Shamble Town, Mount Thug are dropped.
Conquest of Wyrm Pass Province.
Turn 26. One camp in training to win 2 states and Tier V. In fact, this is enough to hold them down for a campaign victory. |
Turn 32 Rift open.
Rift opens west of Grimtop, west of Shamble Town, west of Amblepeak, etc.
Unnecessary rifts should be closed immediately.
Enter Nurgle's territory from the rift west of Grimtop.
Build Warpstone Locus in Grimtop.
Take the Soul.
Station Greasus' troops in Grimtop to remove the debuff from staying in the Realm of Chaos.
[Middle Phase]
Grow camps and aim to build military facilities in Tier IV and beyond.
Turn 54: Camp reaches Tier V.
Turn 55, The Western Provinces suddenly declares war on the camp.
The camp runs to defend the northern flank.
However, Greasus receives a second warning on turn 57, and decides to stand by instead of intercepting.
On turn 58, one turn after the warning, the second Rift.
Tier V units were not deployed in time.
Turn 59, Greasus enters Khorne's territory with some concerns about his strength.
Two consecutive battles to bridge the gap until turn 60.
Turn 63, I take Soul and go out.
Two units of The Western Provinces are closing in on Mount Thug.
The new troops are hastily created to defend the area, but suffer repeated defeats.
The main force arrives to rescue Mount Thug, which is repeatedly looted.
The two units of The Western Provinces are buried together and go to threaten their territory.
However, they go bankrupt.
The city of Qiang is sacked.
Forms a military alliance with the Burning Wind Nomads and sells the city of Qiang.
They are still in the red, but they secure the funds.
The city of Qiang is sold to the Burning Wind Nomads and they retreat.
Thereafter, the Burning Wind Nomads remain allies in the fight against the other Grand Cathay camps.
Turn 83, notice.
While waiting for the 3rd Rift, the Grand Cathay forces are about to attack from the north.
The Tzeentch territory is breached, and Soul is acquired.
[Endgame]
Turn 113, fourth notice.
Declaration of war from Thunderguts in the south.
The next turn, turn 114, the Rift opens immediately.
It is the least difficult to attack, but since I left the area of Slaanesh, it is an easy win.
But for some reason, another force had already invaded the building before it opened (had they been there since the third time?). The team was forced to compete against each other with no chance of winning.
This is not fair. They win the fourth Realm of Chaos quest battle and take Soul with them, even though they have such a weak army. |
Load and start over and enter the area of Nurgle.
Reach the goal first to interrupt the reaching forces and finish the quest combat. (After the second time, you will get gold instead of Soul.)
We wait for the 5th Rift, while denying the Grand Cathays to the north and the Thunderguts to the south.
Lords reluctantly go to the site after receiving a declaration of war from Thunderguts. It's your fault for picking a fight with us! |
Turn 139, fifth Rift notice.
Turn 144, fifth Rift open.
The team invades Slaanesh's territory.
While Greasus is away, Grand Cathay and his men invade.
They manage to stop at the point where Mount Thug is taken and push back with the return of Greasus.
On turn 157, I realized that I had not attempted the quest to acquire the Unique Talisman, so I waited for it to recover and attempted it.
[Overtyrant's Crown]
The enemy is Greenskin.
Start at a distance where artillery can engage the enemy seen in front.
After the start, a small enemy force attacks from the rear.
Be alert so that your artillery will not be crushed.
After a while, more enemy troops will come from the left side.
They attack from three sides, but the tier of enemy units is low, so as long as our forces are ready, we can kick them out without any problem.
"While we hold the high ground, we have the advantage!" I don't think this line is even from Greasus, so perhaps it was an advisor's advice. (based on my bias against Greasus). |
In the meantime, the nearest Rift closes and I can no longer fly to The Forge of Souls.
We go away for the Rift.
On turn 162, the Rift opens again.
Exiles of Khorne gains 4 Souls. They have 15 turns to challenge Be'lakor.
They are warned that if they do not defeat Be'lakor within the remaining 30 turns, they will lose the campaign.
On turn 165, we challenge The Forge of Souls.
You can proceed in the same way as you would in Katarin and other places.
Although there is a lack of units that can act as shields, they are able to withstand the attack with their thick bodies.
The firepower of the Iron Blaster artillery will be useful.
As long as you are careful not to let them get too close to the occupied areas at each stage of the battle, they will be able to reduce the enemy's strength before you know it.
Be careful of enemies that spring up in the vicinity.
Greasus, the leader of the group, is not that hardened and cannot ride a vehicle (he has been riding since the beginning, but it is slow), so he does not have to take the initiative to jump into the middle of a swarm of enemies.
It is safer to follow behind your friends and cover them with a wide range of reinforcing skills.
(Most of this article has been automatically translated from Japanese to English.)
Science fiction fantasy novel dealing with TRPG
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