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Thursday, April 23, 2015

Hearthstone Blackrock Mountain - Blackwing Lair Strategy




I have beaten 2 wings Blackwing Lair. I will guide you with real-time strategies and personal experiences with clearing them with with most of my basic, Nax and Blackrock wing cards as possible. I walk the talk and also aim is to get more Legendary cards without purchase.

Razorgore the Untamed

Hero Power (Normal) - The Rookery - Give all Corrupted Eggs +1 Health, then summon one. (1 mana)

Hero Power (Heroic) - The Rookery - Give all Corrupted Eggs +1 Health, then summon one. (0 mana)
I used the basic face rogue deck from Sottle at Icy-Veins with card swaps to defeat Razorgore. You'll need the tempo e.g. Backstab, Shiv, Fan of Knives, Assassinate, Deadly Poison, Sap to clear the Corrupted Eggs before they get bigger and hatch. Combine this with a good mana curve of cheap, effective/Deathrattle minions, weapons and finally expensive efficient minions like Chillwind Yeti, Loatheb, Sludge Belcher and Boulderfist Ogre to defeat Razorgore. RIP Razorgore.

Good luck!

Monday, April 20, 2015

Hearthstone Blackrock Mountain: Blackrock Spire Strategy


I used my own Hearthstone Blackrock Mountain: Blackrock Spire strategy to clear on my first night again with my basic decks plus cards from Curse of Naxxramas. Similar to Hearthstone Blackrock Mountain: Molten Core I cleared on the first night, you must take note of the computer's heroic powers before and when you play them.

This wing I felt was even easier for Normal Mode as not much surprises like the previous final stage of Molten Core. My general feeling is Blizzard wants to give you the cards.

The strategies and personal experience covers the normal mode. Without further ado, let's see how my strategy tran-Spired (pun not intended)...

Highlord Omokk


Normal: 1 Mana - Me smash: Destroy a random damaged enemy minion

Heroic: 0 Mana - (Automatic): Destroy a random enemy minion

As usual, I did not know their heroic powers and ventured with Priest. Well, you've guessed it. I was slaughtered as my minion just have to be damaged to be killed. Divine Shield will help you in Normal mode but not in Heroic mode. I believed I cleared it either with Paladin or Warlock. Anyway, if you were using Paladin pack yourself with Divine Shields and minions with that, Avenge (you should have that from Nax), Champion swords etc. to get board control and also no damage.

For Warlock, I used deathrattle cards so that all units had to be killed twice even with their heroic powers and also for the card draw. Use low cost minions as they will die if damaged anyway. It should not be too hard for normal mode.

Recommended Class: Paladin/Warlock
Recommended Cards: Divine Shields (F), Shielded Minions, Avenge, Champion Sword (F), Deathrattle cards

Friday, April 10, 2015

Hearthstone Blackrock Mountain: Molten Core Strategy


Cleared Hearthstone Blackrock Mountain: Molten Core on my first night with my basic decks plus cards from Curse of Naxxramas. Similar to Hearthstone Blackrock Mountain: Blackrock Depths I cleared on the first night, you must take note of the computer's heroic powers before and when you play them.

Without further ado, let's burn in...

GARR



Garr's Heroic Power is deal 1 damage to all minions (including his own). What's the perfect hero for it? You've guessed it. Warrior enrage deck. The class challenge showed me the way later. I cleared first time with Priest as I do not know what was the Garr's Heroic Power and usually from experience, Priest do well in adventures.

Things to note is his 7 Firesworn minions, each of which deal a certain amount of damage for each one that dies during a turn. That's just 1 damage in Normal mode, but it goes up to a whopping 3 in Heroic. Even if you managed to pick them off individually, that would be 21 damage. On top of that, they stack. If two die at the same time in a single turn, each one does 6 damage. You can see how easily this can get out of hand.

Also Garr uses Druid spells as one of 1st spell to come out was Mark of Wild (+2/+2 Taunt) enabling the 0/5 Firesworn minion to become 2/7 with Taunt and attack. So pack some Silences, IBO or/and Mass Dispels with you. Disrupt each Firesworn health differently so that they die individually and not altogether. Use the 1 damage to your advantage to heal and draw cards with Northshire Cleric. Heck, Nerubian Eggs help too. Power Word Shield, Divine Spirit and Dark Cultists helped me a ton as I managed to bring the health so high that they are unkillable. Remember Grim Patron in the 1st Wing? Here, you can make full use of it to populate the whole board. Good luck!

Recommended Class: Priest/Warrior
Recommended Cards: Silences, Mass Dispel, Northshire Cleric (F), Dark Cultist, Divine Spirit (F), Power Word Shield (F), IBO, Grim Patron, Enraged minions, Rampage, Nerubian Egg

Sunday, January 4, 2015

The Room Walkthrough Epilogue


The Room Epilogue Walkthrough.

I have just finished The Room as it was on sale from last Christmas till New Year.

If you want The Room Walkthrough Chapter 1 to Chapter 4, The Room Walkthrough has a very comprehensive guide with screenshots. I will only provide you with the additional chapter of The Epilogue, as it is not complete and it has no screenshots. Also, I am providing you the spoilers in show/hide sections so that you can still enjoy and solve the rest of the puzzles yourself. I will just kick-start you a little bit as the rest of the puzzles are pretty obvious.

Btw, I have completed all the puzzles already.

1. Hand Print

Put on your eyepiece to see a green ink fluorescent marking on the table




2. Square Switches

On the edge of the table, you will find a gold square switch...




3. Clips

Release the clips. Light up everything by going pass each indicator once. After which additional paths will appear. Go past each additional path individually to release the clip... I actually press the question (?) mark here for clues as I do not know what to do with the additional paths initially.



I will post along as I screenshot...

Tuesday, December 30, 2014

Autumn Dynasty - Skirmish 6 Mist Lagoon - Brutal


I did a search on Youtube and saw this replay. One of the best.


Monday, December 29, 2014

Autumn Dynasty Advance Strategy


Here are some strategic and tactical tips, by ohmypapa on the AutumnDynasty.com forums:

Quote:
I have been playing this and owning online players lol, except my only loss on my first game.

Probably because of my experience with computer RTS games.

Basically my strategy:
Start off by building Swordsmen, and Horsemen.
If on maps where there are many forests/camp is close, build Archers instead of Swordsmen.
Build 3 farms and 1 camp, then proceed with 2 more farms, then build according to situation
Research Econs 1 and 2 asap. You dont need Econs 3, because it gives farm alot more value, but by then, you should already have more than enough farms to support.
Then research the Horse 1.
Horse 1 is by far the best because of Fire ability.
And later on, Horse 2 gives Charge, another ridiculously overpowered ability.

Basically Horsemen are the best units, most mobility, can reach far away places to capture quickly. Can retreat easily.

Worse unit is Swordsmen, because they pretty much suck. And their researched abilities are nothing good, avalanche is great damage, but too situational to use effectively.
However, having 1 early on for building stuff and tanking is great.

Archers are awesome, because once you researched Horse 1, you get Arrow Storm, which when coupled with Fire is ridiculously powerful.
I am able to use 2 units to defend and stall while my economy build up.

Pikemen provides the best defense and when coupled with Archers can stall very effectively, even without research.

Basically, 1 pikemen and 2 archers units can stall 4-5 units for a very long time.

Towers are awesome too, and on some maps, they literally mean victory if you get down the first tower controlling the middle ground.

Catapults are the most effective counter to tower, without catapult, dont bother attacking towers, you risk losing a lot of units and time doing so.


Other Tips:
Always scout with your first horsemen, use it to interrupt buildings and harass.
You dont necessarily have to kill anything with it. Just interrupt buildings.
Your starting 3 or 4 units are extremely important and costly. Try to save them and do not lose them.
Units can heal at forts, slowly, but worth it.


How to build:
Now most of the maps have multiple ways to expand and multiple ways to attack.
So how do you build?
Aside from the starting build, you must recognise 2 other important buildings.
1) Tower, when to build these?
The answer is simple, wherever enemy will go through or be forced to go through.
Remember that 1 Tower is the equivalent of 2 Archer units with more range.
However, they cannot move, which means they are useless if they have nothing to shoot at.
You build these at the front line or guarding an important walkway.
Do not spam these, because Catapults can make quick work of them and they are expensive.

2) Fort, where to build these?
Typically, you do not need to build Towers beside Forts, because Fort can produce units to defend anyway.
You build Forts at places you intend to make a second army with.
By attacking at 2 or 3 places at once, you can easily overwhelm your opponent.


Lastly, ALWAYS keep expanding. ALWAYS.
For example, if you see 3 units attacking your farm, and your only unit available is an archer, dont defend it.
Farm takes time to destroy, and they are cheap anyway, defend at the next farm/building behind that farm.
You only need to buy time to assemble a force to defend. Let your economy overpower him.
And here's a list of abilities (aka "strategems") from Knightbeard, who I believe is one of the devs:
Quote:
By pairing any two abilities together, 2 units is more than enough to take down multiple units given the right time and terrain positioning.

So here is a brief summary of the current 10 abilities we have in the game.

< Flare > opens up the fog of war to reveal enemies actions.
< Bombard > area being bombarded takes constant massive damage through time while remain channeling.

< Fire > standing on a fire takes damage through time. spread wildly on forest.
< Charge > any unit caught in the path of charge takes damage and gets knock back, splashing damage to other units behind the knocked back unit.

< Arrowstorm > super slow and damage any units caught in the radius while remain channeling. If move after casting, will drop the channeling of damage but super slow still remains on enemies.
< Deploy > entrench to a spot with increase range and reduced angle of fire. Further increases range on dunes and steppes.

< Ambush > entrench to a spot while becoming invisible and set up a radius where enemies are slowed and take damage over time.
< Shield > pikeman take little damage from arrows but greatly reduced own movement speed.

< Avalanche > cast on an area near a mountain where enemies take constant damage over time.
< Smoke > cast on an area where friendly units within the smoke radius
take little damage from arrows.

So by combining any two abilities, you can get devastating effects over multiple enemy units.

So for example, < Arrowstorm > and < Fire > can be cast to multiple enemy units in a forest, pinning them down to take burning damage.


*Update: Here's my own. Fiddling for fun on Hard mode at last stage. Computer actually build Forts around you and started sending troops followed by Catapults. I almost fell off my chair when Computer actually can use Horsemen to set Fire on my troops and Towers/Buildings without Forest. I will never figure that out!

I watched quite a number of replays and I realized the Pikemen's (Ambush) seemed to be key in winning games. When the ambush is set, the only way to counter it is to use Catapult's (Flare/Bombard) which likely you will not build it in early stages, or triggering it with Pikemen and using Archers (Deploy). Archers alone may be caught in the Pikemen's (Ambush) and be killed. Another not so effective way is the Swordsmen (Smoke) as it still suffers high damage before reaching the Pikemen (Ambush) although they are not slowed in the Smoke. Besides, Swordsmen numbers are lower than Pikemen and I almost always escort my Pikemen with Archers and Horsemen.

My assault force usually consists of 2 types of units each and a Catapult. I do not usually deploy 2 Catapults as they will usually be hunted down at all cost. They are also too slow to retreat from the battle.





Sunday, December 28, 2014

Autumn Dynasty Strategy


Finally, I read so many reviews and confirmed this is a good game. Then, I bought this game at a discount during Christmas. I started to play and dam it was hard. I will give you the Autumn Dynasty Strategy from Autumn Dynasty Facebook, but I doubt it will help you much. Mind you, I was a hardcore Dune 2, Command & Conquer, Red Alert, Starcraft, Warcraft TFT player and I thought this game will be a walk in the park.



The Basics at a glance (scissors/paper/stone):

  • Horsemen > Archers > Swordsmen > Pikemen > Horsemen
  • Catapults/Swordsmen > Towers/Buildings


Some spells:

  • Horsemen (Fire, Charge)
  • Swordsmen (Avalanche, Smoke)
  • Pikemen (Ambush, Shield)
  • Archers (Arrowstorm, Deploy)
  • Catapults (Flare, Bombard)

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