As i promised yesterday, here's the update. Depending on the lenght battle sectors (that's how is the whole map called ingame so i'll use that) i might do updates with whole 'battle sectors' if they'll be quick enough.
Also, unlike the JA LP, single areas will be covered more briefly for two reasons.
First are larger screens (800x600), but the main reason is that most battles have little important moments that 'must be seen'. Even with that, updates will be still quite large, but to compensate it anyway, i'll try to commentate moar.
tl;dr- let's play.
This is where we operate now, starting with 2 sectors and few units that we have only for this 'battle sector' (screw it, i'll just write 'BS' and yes, read it as bullshit if you want to.).
Also, the number mean turns remaining to capture that area. If we don't do it in time, there should be more enemies or stuff like that.
And here are our new leaders:
There was no need to wait (units are healed when entering new BS) so i took everything and attacked that timed area.
Battle in progress...
Now at this time (actually, after finishing second BS, so not in time of that screenshot but w/e), i'm starting to understand enemy AI. It scouts with gargoyles and when it spots me, it sends one 'squad' of units (one squad are all units seen in this screenshot). With remaining 'squads', it finds some place and fortifies there. Those squads usually stay there and camp (but it's not always true, sometimes they attack). So what i do is lure those groups with hummer (they must spot me, hummer has longer sight then current enemy units). But you could already saw that in previous missions.
The AI can't actually attack together with units well, so it ends up with balistas and arrow throwers attacking last.
Last squad. As i just mentioned, because enemy can't coordinate the attack, it sent single units so that was absolutely no problem.
With new BS, there are some new units to buy. It's similar with research, each BS adds new research options.
About the units, we have here 3 different transporters, with Piranha being best of 3 and quite good overall (not as good than our leveled infantry though). However, at the moment there is no reason to buy a new unit, less so a vehicle.
There is also an anti-air with decent range but air units are no threat now and it's ground attack is weak.
with units healed, i attacked another sector (also without 'borrowed' units, because why level them if they will leave later.)
Wait a second, undead?
After i while, it looked this way. If you look at APs. yes, it's right. With all units firing, i was able to kill one enemy. It's worth noting that there was tons of xp from even from hitting him.
That moment, i realized another great thing that 'spawn camping' offers, retreating without casualties. Actually, if you read the table, it probably wasn't meant to be won (considering the game throws at you all undead, at once).
After that, new research - Undeads was available.
We were attacked 2 times, but i'll skip that because those fights are totally uninteresting. After researching undead, flamethrowers research was available, granting eponymous unit to buy. Of course, i bought one (though expecting short range unit, it had almost as good range as mortars and very good damage.)
Few turns later with flamethrowers ready, it was time to attack next area. The missing infantry died during defense against enemy attack (but since it wasn't ours, nobody cares). In the meantime, i bought another mortars.
First encounter
Gondolin chilin' before he takes more enemies...
Here they are.
Changing positions. That's needed when enemies are too far from comfortable luring. In this case, there's even better position against enemy artillery (balistas).
Interrupts work here kinda weird. Sometimes they trigger, sometimes not. It seems that enemy can't see me, but in same time, i must not see enemy coming. This means, if hummer sees enemy before any unit can shoot, i won't get any interrupt.
That said, ironically, these palisades help make encounters much easier than an open battle. Especially since artillery doesn't outrange me. Anyway, rest of enemies were killed with same pattern thus we had another sector. And about those flamethrowers, they aren't bad now, we'll see when they gain some levels. Also, they actually look more like rocket launchers (firing missile that makes something between fire and explosion).
Another timed sector, but before that, I attacked the 'undead' village once more. Now with flamers.
Actually, it wasn't as bad as it looks like. Point is, those undeads have a unique ability to 'scare', decreasing morale of our units. So of course, when all 4 (this time they were fortified and ready to be lured, not all attacking like before) rushed and started howling half of the army started fleeing. I must say that flamers are very effective against it. Commandos were dealing decent damage too.
Few more times the same process...
And that was that. I must say that like every unit got at least one, likely more levels from those undeads (heavy and light infantry leveling like crazy here), granting some units 4 attacks/turn so even light infantries are now excellent unit.
Without wasting time, i attacked next area. For this mission (only), we acquired these 2 m106s. These look like that m113 transporter but it's actually a mortar with 9 range, so 1 more than infantry mortars.
Here we can see new enemy units, harpies. They can't attack ground but they have another 'howling' ability, this one, if succeeds, drains AP's of nearby units for next turn. So far, it sounds more dangerous than it is, because unless we were surrounded by many orcs, our infantry can take these down easily.
And after a while, another unknown enemy units appearing. Now these are rather dangerous. They are similar to our infantry - fragile with good firepower. If not killed by mortars soon enough, they can do nasty damage, mostly because they are in groups and while half of orcish squad is killed before coming close, dark elves shoot right when they spot me.
Luring last, rather larger army, the objective was actually to destroy 2 caves. But since everything was killed, i just took commandos (highest dmg against objects) and took it out.
After this mission, the m106 artillery was available to buy. Because it has the longest range so far, i bought one to see how it will perform.
Some sectors actually need to be captured twice, but atm, i'm attacking a north-east sector, hidden behind that window.
If you look at a close look at our units, notice guys with 5 attacks (not mentioning their attack rating), leveling up makes wonders in this game.
Anyway this is a default 'medium map, little trees' scenario. ie: 'lure them all'.
For some reason, now they are undeads in the same area. Let's take them out... and have awesome xp from them.
Yes, you're right. I did exact same 'tactic' as in previous battle. Don't fix what isn't broken.
And this 'cave' area again. Well, guess what i did.
Right! i DID nothing.
Anyway, i have to say that orcs and mostly even ka-orcs are easy enough now. Also, leveled flamers became very powerful, usually heavily wounding ka-orcs only with 2 shots out of 4 per turn.
And eventually moving forward, killing last enemies.
Finally, last battle in this BS. I think this one will be little more interesting because it was actually about attacking. (And you, unlike me don't have to wait 15 turns to fortify after moving into new position ^^). Also, it was the probably the hardest one so far, partially because quite unfair 'ending'. But after few restarts and many loads (FYI, on this difficulty, there are total 6 saves available for each mission and it's hard to 'plan' saves in larger maps), i learned the terrain and did it.
Few orcs and balistas/throwers from the start. I noticed that i could 'read' what is AI doing from duration of enemy turns (if it moves an army, if it scouts with gargoyles or if it doesn't do anything.)
The objective is only to kill the orc boss, not all enemies. I had to drive around that forest with that m106 and hummer (road was guarded by dark elves which would lead to casualties so a took down those gargoyles so they won't spot me).
Another tricky part. On the left is hill with dark elves and balista, in the lower forest are some orcs and dark elves. After few tries i finally made a good layout and lured them with humvee spot + m106 long range fire combo.
Every try before, the elves from the hill attacked too. Not this time though, so i lured them the same way.
Even when those mortars panicked (from being fortified in one place for too long), i was able to take out elves without any problems.
Moving deeper in enemy base, there was another tricky part. These corridors were good for interrupts, but i had to make a good positioning.
Lured them by shooting into palisade, they didn't have a chance.
This was the unfair part. Enemy had a harpy and artillery on those cliffs, having interrupt before i could spot it with humvee (there was another cliff on the right so i couldn't move around it). After some tries, I finally figured out that it's possible to lure the harpy, take it out and spot the artillery (that couldn't do anything without spotter).
i moved units behind that palisade so they were covered and harpy left it's nest.
Then i just fired some mortar shells on those machines.
Same with this 'boss'. Mission accomplished and we're heading to next BS!