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Post by CdrPlatypus on Sept 17, 2015 2:01:34 GMT -5
I'm wondering who else has beaten the lich level and what your strategy and team was it took me several tries on hard, but I finally did with a melee captain, 1 plasma and grenade solider in heavy armor, 1 buff tastic solider with a heavy leviathan gun and reg armor, and a sniper with the relic rifle, +12 dmg, piercing shot 4 headshot 2, an engineer with turret 4, repair 1 and 10 pts in engineering.
Plasma solider was a slow moving bulldozer carve a path to the towers and bring heavy dmg to help take them down. Heavy armor to tank the lich on the last tower.
Super sniper to strip armor off the towers, Goliath s and lich as well as run back and forth double overheated popping a cap in every xeno in sight
Buff tastic solider to boost everyone and help hold down the fort with heavy leviathan gun
Engineer + tact point with reinforced structure and flame defenses + 2 turrets
Melee captain to tiptoe through the tulips with the palidan
I did 2 turns over par on hard with zeromdeaths and zero secondary objectives. I don't know if there are any on that level.
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Post by Brutus Aurelius on Sept 17, 2015 5:45:59 GMT -5
I had the whole team, Melee Captain, Paladin Nyra, Deep Op Scout, Leader in the Ranks Soldier, Engineer, and Plasma Gunner.
I had the whole team move towards the objectives. The Tact Point was hard to hold, even with Sentry Guns. There was lots of overheating, and damage, but we were able to pull through. We lost our Plasma Gunner near the very end, when the Litch was constantly relearning near the final tower.
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Post by fallen on Sept 17, 2015 9:09:52 GMT -5
Great strategy posts! I can say -- this post says a lot about why Respec is so critical.
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Post by CdrPlatypus on Sept 17, 2015 9:58:07 GMT -5
fallen definitely. I'm usually not pro respec, but there are so many options in this game it really helps and I think improves the game experience. After a different level I thought of a different strategy to try next time. The gigantic tech tree makes the replay value insane
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Post by fallen on Sept 17, 2015 11:17:13 GMT -5
fallen definitely. I'm usually not pro respec, but there are so many options in this game it really helps and I think improves the game experience. After a different level I thought of a different strategy to try next time. The gigantic tech tree makes the replay value insane Mmmmm yes
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Post by ntsheep on Sept 17, 2015 11:48:54 GMT -5
First time I played this level was with a Super Boost In squad that's around level 22. It took me several tries on normal too.
I used the Engineer, Scout, and Paladin to defend the TP. Was able to set up 4 Sentry Turrets. Sometimes I sent the Scout out to help destroy the towers.
I sent my Captain, Soldier, and a Neptune to destroy the towers. When they would pass by the TP on the way to the next one, I would heal them and burn off extra heat with the Paladin and Engineer.
If anyone away from the TP needed healing, I would use an Ordinance for that.
I been starting a new game each time there's an update just to see what changes there's been and in an attempt to make a basic strategy guide. A fresh team has a little harder of a time with this level. I was able to use the basic idea above, but I suffered a lot more damage, and it took a little longer. I've tried Plasma Soldiers in the past and while their damage is pretty high, I'm not fond of the small range. I've been using Respec only for when I get to new Talents. I haven't really ever used it for just one level and then gone back to what I had before. It has been handy to have though and does add a neat form of replay value.
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Post by fallen on Sept 17, 2015 12:00:08 GMT -5
I been starting a new game each time there's an update just to see what changes there's been and in an attempt to make a basic strategy guide. Dying to hear more. +1 Exalt for just thinking about lending such a huge boon!
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Post by contributor on Sept 24, 2015 6:49:54 GMT -5
Ok, I messed around with this level a little with some more experienced squads. They had a hard time with it in the beginning. I'm just giving it a serious go now with a team I brought up through the tutorial. The first waves were bad, but now I've got the TP surrounded with 4 turrets and am moving a squad to take out the east tower. I'll let everyone know how it turns out.
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Post by contributor on Sept 24, 2015 13:22:49 GMT -5
Alright, got through it on my second try on Brutal in 25 turns. My strategy was basically to take the TP and hold it with 4 turrets, the engineer and the scout. I sent the Captain, Dalan, and Nyra to destroy the first tower (to the east) and then spawned my next soldier to help them get the rest. Everybody, went on the final push to take the north tower and left the TP with the turrets who did admirably on their own. I didn't respec at all, though I might consider it again for a Nightmare team, which I'm actually having nightmares just thinking about. I generally play very fast and use a lot of MP buffs and make sure everybody makes full moves every turn. This often keeps us from getting boxed in by too many xenos, but that didn't really work this time. So I might take away Ortho's Rallying Cry 4 and replace it with his defensive team buff, or just make him all super soldier.
Overall this level taught me about the importance of slowing down and also recognizing when you're caught in the middle of a huge spawn wave and adjusting accordingly. The first game I went east first and the group was just overwhelmed by massive numbers of xenos. I should have pulled back somewhere more defensive and just held out, or even gone back to the TP until I could crap out another soldier and the wave passed. I don't know if it's intentional or just the quirks of random number generation, but I found that different areas would suddenly spawn like crazy and one side would always be overwhelmed, but it would not last and the pressure would shift to another direction. I was fortunate on the 2nd go that none of my tower teams ever got caught up in one of those. They always seemed to come from the opposite directions. One time they got out just before a huge wave, but they high-tailed it to the TP (actually Ortho's Rallying Cry came in handy there) where they had much more defensive support.
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Post by Deleted on Sept 28, 2015 22:27:58 GMT -5
We lost our Plasma Gunner near the very end, when the Litch was constantly relearning near the final tower. RIP Dalan Ortho On my current run, I put up 20 turns on Hard. Watching a neptune and soldier use their fists to pound those towers to the ground was one of the best moments of the game so far for me. Cap'n, Neptune and Soldier were my strike team while Nyra, Engineer and Scout held the tact point. After first two towers, we threw on +20 points for the TP and were all in after the lich. Dalan faced down the lich and paid the ultimate price right at the end. Took an 80 point shot on the chin and then hunters came out the black behind him. His lineage will honor his victories. The TP hp boost was a life-saver that kept it alive and let me pull out my backup soldier right at the end after Dalan bit it.
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Post by fallen on Sept 28, 2015 22:46:59 GMT -5
Dalan faced down the lich and paid the ultimate price right at the end. Took an 80 point shot on the chin and then hunters came out the black behind him. His lineage will honor his victories. The heart and soul of the game ... warms my little 'eart.
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Post by CdrPlatypus on Dec 6, 2015 20:27:01 GMT -5
An update. I have now conquered this level with the new heat rules in 14 turns on ironman. Deep OP scout ftw. Scout went to west tower and solo d it. Capt and palidan go for north at the same time pull out Neptune. Let leader in the ranks solider cool down re group at base and everyone charge the last tower!
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Post by fallen on Dec 6, 2015 20:48:44 GMT -5
An update. I have now conquered this level with the new heat rules in 14 turns on ironman. Deep OP scout ftw. Scout went to west tower and solo d it. Capt and palidan go for north at the same time pull out Neptune. Let leader in the ranks solider cool down re group at base and everyone charge the last tower! Congrats, epic work! You are a paragon
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Post by jknut on Dec 7, 2015 20:58:51 GMT -5
Mission Report for Squad IronFIST who completed this level tonight (v1.2.9): Two Deep Operative Scouts donned the Power Gaunlets for this unusual mission. One was sent east, the other sent west. Running solo with Power Gauntlets is not their usual MO; but orders are orders... and "death before dishonor." The rest of the squad captured the TP and brought out the Neptune. They headed north with the Neptune laying down massive Suppressing Fire keeping the Xeno hoards away. The Lich also respawned up north and the Engineer laid down Sentry Turrets as bait to buy the team time. The Lich spent his time going after the Turrets. Meanwhile, the Deep Operatives were at their respective Towers laying it on with the Power Gauntlets. It was only a few turns until the Towers were smoking ruins. The rest of the squad easily dispatched the Lich. Just in time... because the Xeno saw through the stealth in the Deep Operative in the West who finished the round with only 10 HP. Result: Ironman - no deaths - 6 turns ps. Back at the Righteous Fallen in Patrol Orbit, the Scouts breathed a sigh of relief as they were relieved of their Power Gauntlets and hoped for future missions surrounded by the protection of their squad.
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Post by fallen on Dec 7, 2015 22:15:28 GMT -5
jknut - wow, amazing play. Very smart giving the liche the turrets to play with
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