2 NOTES: 1. SET UP MISTAKE: The two landscapes on the top-right of the map should be adjusted a bit closer to the Heirs Fortress Gate. 2. FLYING: In moving on to play as the Heirs, I realized that I was not applying the "Flying" keyword correctly during movement. A unit with Flying will be displaced by other units when doing so is necessary to huge as much movement as possible to make as much progress as possible. (While it could come up several times during this scenario, it notably means that the Royal Talon would NOT block a Joust behind it from moving further along the path.) --------------------------- 4 chapters down and excited to turn the page on the Brawnen for a while. Look out for an Heirs scenario to be featured sometime in the upcoming weeks! Happy Gaming! Greg
Nice playthrough. In wave three I always group the bettleborn under Agis and put a dispatch behind them. That way you can keep the dispatch protected longer while using its range.
Thanks, Mahdi! That strategy makes a ton of sense. I don’t do much with grouping but it’s definitely something I should try a bit more. Thanks for the comment! 🙂
So cool!!! Just picked this up. I need to play through these faster than you do videos for them so that I don't run into spoilers...but hope you continue doing Cloudspire content. The Brawnen are cool, but reading the factions I suspect they won't be in my favorites to play.
My pace is about one every 5-6 weeks, so you should be okay! :) And yeah - the other factions do feel a bit more interesting from a gameplay perspective.
From 1:41:00 onward, you triggered survival on Awsh after displacing him with the Source Siege. Unfortunately that means Awsh has moved and shouldn't get the Survival effect. Have you tried some Earthscape plays on this mission yet? I've had a really tough time on this mission with moving beyond that watery tile in the middle. I'd often be in the middle of fighting their minions on my side of the map, and then have no time to move my heroes to their side of the map. Only managed it with a Makeshift Wings'd Drang, having the Heirs displace her.
Thanks for pointing this out, Ricardo! It still feels counterintuitive to me that a non-voluntary movement from being displaced negates the effects of Survival but I looked it up to confirm and you are totally right - Shannon from Chip Theory Games has spoken! :) And that's a good call about possibly using earthscapes in this mission, especially since it can open up that path a bit, getting your Dispatches in better positions to attack more easily in Waves 3 through 5. I'm learning more and more that not using earthscapes is a big flaw in my strategic approach to the game. And Wings'd Drang sounds awesome! :)
From 1:09:00 onwards, you forgot to move your minions on your turn. The Dispatch could have attacked the Royal Talon, making that turn a lot easier. Bit of a messy turn there, I have no idea if you played it correctly in the end. But I know the feeling. I think I almost lost this mission because I forgot about Fury Kick and had that Joust just punch through my only grouped unit and head straight for my fortress gate.
Wow! It never dawned on me that the Elfinkaze would ALSO attack if adjacent - I'm just so used to those suckers blowing themselves up. Thanks for pointing that out!
Great video, despite it getting quite hectic at the end. Quick question on something I can't figure out. If a spire with raze attacked a fortress, it would retaliate for 1 damage on the spire. But if that spire has a fortification chip at the bottom, would the retaliation not do anything then right?
Hey Ultimate! Thanks for the comment. This one definitely got away from me a bit. 🤣 I’m 99% sure that fortresses don’t retaliate against spires - only units.
@@SoloPlaythroughs Man I looked through the rulebook for so long knowing that I had seen this rule somewhere. I was 50% correct. Only when the brawnen spire uses raze and attacks the fortress, its bottom upgrade is removed. (Reference from the Brawnen reference sheet: Raze - At the start of your turn, this spire may attack a spire or fortress gate within its range. After this spire attacks a fortress gate, remove its bottom upgrade)
Wow! Honestly, this is so helpful. I just played a bunch of Heirs Chapter 1 and I couldn’t believe how insanely hard the beginning was with so much Raze’ing in the first couple Waves! Thanks for pointing this out! 🙂 So it seems the Fortification chip just goes away if the Seige Tower attacks the Fortress Gate. Super interesting!
2 NOTES:
1. SET UP MISTAKE: The two landscapes on the top-right of the map should be adjusted a bit closer to the Heirs Fortress Gate.
2. FLYING: In moving on to play as the Heirs, I realized that I was not applying the "Flying" keyword correctly during movement. A unit with Flying will be displaced by other units when doing so is necessary to huge as much movement as possible to make as much progress as possible. (While it could come up several times during this scenario, it notably means that the Royal Talon would NOT block a Joust behind it from moving further along the path.)
---------------------------
4 chapters down and excited to turn the page on the Brawnen for a while. Look out for an Heirs scenario to be featured sometime in the upcoming weeks! Happy Gaming! Greg
Nice playthrough.
In wave three I always group the bettleborn under Agis and put a dispatch behind them. That way you can keep the dispatch protected longer while using its range.
Thanks, Mahdi! That strategy makes a ton of sense. I don’t do much with grouping but it’s definitely something I should try a bit more. Thanks for the comment! 🙂
So cool!!! Just picked this up. I need to play through these faster than you do videos for them so that I don't run into spoilers...but hope you continue doing Cloudspire content. The Brawnen are cool, but reading the factions I suspect they won't be in my favorites to play.
My pace is about one every 5-6 weeks, so you should be okay! :) And yeah - the other factions do feel a bit more interesting from a gameplay perspective.
From 1:41:00 onward, you triggered survival on Awsh after displacing him with the Source Siege. Unfortunately that means Awsh has moved and shouldn't get the Survival effect.
Have you tried some Earthscape plays on this mission yet? I've had a really tough time on this mission with moving beyond that watery tile in the middle. I'd often be in the middle of fighting their minions on my side of the map, and then have no time to move my heroes to their side of the map. Only managed it with a Makeshift Wings'd Drang, having the Heirs displace her.
Thanks for pointing this out, Ricardo! It still feels counterintuitive to me that a non-voluntary movement from being displaced negates the effects of Survival but I looked it up to confirm and you are totally right - Shannon from Chip Theory Games has spoken! :) And that's a good call about possibly using earthscapes in this mission, especially since it can open up that path a bit, getting your Dispatches in better positions to attack more easily in Waves 3 through 5. I'm learning more and more that not using earthscapes is a big flaw in my strategic approach to the game. And Wings'd Drang sounds awesome! :)
From 1:09:00 onwards, you forgot to move your minions on your turn. The Dispatch could have attacked the Royal Talon, making that turn a lot easier.
Bit of a messy turn there, I have no idea if you played it correctly in the end. But I know the feeling. I think I almost lost this mission because I forgot about Fury Kick and had that Joust just punch through my only grouped unit and head straight for my fortress gate.
Good call. Wave 3 was just a mess. Both times. :) And that Eager + Fury Kick combo is absolutely devastating!
For the Forsaken: If you roll a blank, there are no restrictions. It'll be able to both move and attack. I saw you kind of nerfed it at around 2:15:00
Possible. I think I was so dejected by this point that I got a little careless. Thanks for pointing it out though!
At 2:04:30, wouldn't the Elfinkaze also use its attack on your siege tower? Jaelena attacked, but the Elfinkaze also have an attack stat.
Wow! It never dawned on me that the Elfinkaze would ALSO attack if adjacent - I'm just so used to those suckers blowing themselves up. Thanks for pointing that out!
Great video, despite it getting quite hectic at the end.
Quick question on something I can't figure out. If a spire with raze attacked a fortress, it would retaliate for 1 damage on the spire. But if that spire has a fortification chip at the bottom, would the retaliation not do anything then right?
Hey Ultimate! Thanks for the comment. This one definitely got away from me a bit. 🤣 I’m 99% sure that fortresses don’t retaliate against spires - only units.
@@SoloPlaythroughs Man I looked through the rulebook for so long knowing that I had seen this rule somewhere. I was 50% correct. Only when the brawnen spire uses raze and attacks the fortress, its bottom upgrade is removed.
(Reference from the Brawnen reference sheet: Raze
- At the start of your turn, this spire may
attack a spire or fortress gate within its range.
After this spire attacks a fortress gate, remove
its bottom upgrade)
Wow! Honestly, this is so helpful. I just played a bunch of Heirs Chapter 1 and I couldn’t believe how insanely hard the beginning was with so much Raze’ing in the first couple Waves! Thanks for pointing this out! 🙂 So it seems the Fortification chip just goes away if the Seige Tower attacks the Fortress Gate. Super interesting!
@@SoloPlaythroughs Love to be helping the channel👍