Тёмный

The Legends of Arkain: The True Story 7.7 - Horse and Rider 

JayborinoPlays
Подписаться 67 тыс.
Просмотров 1,7 тыс.
50% 1

Playlist: • The Legends of Arkain:...
An uncommentated playthrough of The Legends of Arkain True Story with some halfway decent gameplay and planned routes through maps for time effective completion. I will pin a comment with my walkthrough strategy and other thoughts on each mission video.
Arkain forum: www.hiveworkshop.com/forums/t...
Become a channel member and support me: / @jayborinoplays
Join the Jayburrito Discord: / discord

Игры

Опубликовано:

 

15 июн 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 5   
@JayborinoPlays
@JayborinoPlays 2 месяца назад
Here is another very fun forward momentum type map except it is very tough to take another gold mine. The structure of the map makes enemy attack vectors unpredictable, so setting up more town halls may not actually pay for themselves short of stopping for long periods to tower spam every area which generally still isn't enough to defend. There is a hidden gold mine behind a ton of trees to the south, but even this one is vulnerable to air attacks. I choose Zairmak's boni to beef up my spellcasters again and the Bloodhand Clan for my Barracks units following the call of The Destroyer when he spawns in early on. Both Amari and Grofzag's bonis will be available when they head to Gnoll Island later. Rather than trying to slowly secure extra income, I prefer to rely on my allies for defense and instead attack the enemy bases in an effective order that reduces the most pressure. Wolf Regiment is the closest base and it can be destroyed with the starting army and some Demolishers. The initial engagement with Darkfang and Zoia is critical and if this can be done without losing too much, then momentum can carry the offensive into the top Salrian base to match up with Flammedus' push. Building up at either of these bases will draw all aggression and require way more gold to defend them than it is worth. If you're able to multitask well, this is the time to start breaking through trees to the south for a safer gold mine option. Redfist to the south sends attacks into the Goblin and Cliffhunter defenses, so I feel comfortable largely ignoring them until closer to the end. I also am careful to not accidentally pull their first attack wave into my offensive group when pushing through Wolf Regiment's base. Next, I feel that Phoenix Regiment poses the largest threat as their attack waves go to my base entrance instead of my allies. This base can be tricky, but destroying the walls at the entrance helps quite a bit. There is not much worth taking a break for so I push north into Falcon Regiment, again aligning with my boy Flammedus providing a numerical advantage. Because Flammedus does not turn around and keeps going, I follow him straight into the Violet base next. These top five bases would be enough to allow a push into Purple and end the map, but there is a neat event in the Redfist base. I don't bother with the Bloodstone base because it is only accessible via air. The Redfist base is pretty hard, but an entire Murloc army spawns when you get close. Orie Redfist has Thunderstorm and I find it best to lure her out first before triggering the Murlocs, else they will get stuck and toasted by her channeling that. Because a large portion survives, they can be used for the final attack into Purple. Commander Thorn is potentially the tankiest hero in the entire campaign who becomes a trial of endurance. It is important to be flexible on this map regarding what order to attack the bases in. I think Wolf Regiment -> top Salrian base is pretty consistent, but from there it is important to go where your allies can support you. Choosing the right order is key, but so is executing each attack without taking too many losses in order to roll into the next one not stopping to wait for gold. Reinforcing is minimal on the single gold mine, but Goldaxe contracts can help fill the income gap and you have a lot of allies to lean on. Many of these later maps that have 5, 6, 7+ enemy factions require being hyperaggressive to avoid getting bogged down and overwhelmed.
@notshockwavedemon7543
@notshockwavedemon7543 23 дня назад
Commander Thorn is probably one of the few Redfist people that isn't consumed by hatred for Orcs.
@jimbomcbrostein9230
@jimbomcbrostein9230 23 дня назад
It's not the same when we can't hear Jay do the official centaur death sound :( Bleehhahahhhwww
@jitaon
@jitaon 22 дня назад
wish i could play reverse race on this map
@normtrooper4392
@normtrooper4392 23 дня назад
Alas poor redfist
Далее
Cabeças erguidas, galera! 🙌 Vamos pegá-la!
00:10
StarCraft 2 FIGHT CLUB (Extreme Quality) - Ep. 3
11:21
Making a One Man Army in Total Warhammer 3
35:19
Просмотров 4,7 млн
Warcraft III Blizzard TD 100%
46:29
Просмотров 8 тыс.
Element TD v.9.4 ▌VERY HARD MODE!!!
31:57
Просмотров 374 тыс.
I collected every rock in Tears of the Kingdom.
19:29
Просмотров 639 тыс.
Engineering a TESLA VALVE in Timberborn!
28:23
Просмотров 251 тыс.
Can You Beat StarCraft: Brood War Without Losing A Unit?
1:00:40
1 Terran vs 7 ELITE A.I. [Extreme Quality]
37:58
Просмотров 1,4 млн
1 orc vs 11 insane computers
3:40:06
Просмотров 1,3 млн
УРААААА! НЕМЛЕСС КРАФТ
1:26:53
Просмотров 225 тыс.