Chapter 22: Greywind Peak
Victory | Defeat |
---|---|
Seize Greywind Shrine | MC is defeated |
Objective | Reward |
---|---|
Greywind Lake | 1046 Gold, 5 Faction XP |
Greywind Shrine | 50 Faction XP |
Challenges |
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Seize all objectives |
Greywind Peak has a small deploy cap of 8 squads, so make them count. To the right there are three dragoon squads, so send at least one sentinel squad to face them. Archers, cavalry charges or solid front and back line squads will handle the assassins as usual. Dragoons are pretty fragile, so if you have a sturdy and self sufficient sentinel squad to hold the bridge, you might consider sending more squads north than east.
The top and middle squads have three dragons each, save the centurion/archer squads, so ensure you have high magic defenses on at least two squads heading that way. Dragons cannot dodge attacks and have only moderate armor, so archery and cannons are a great way to whittle them down or even wipe the dragons. The flying dragon rider squads will have superior movement to your squads, so consider luring one or two in if you can’t reach them on player phase.
Speaking of the centurion/archer squads, they are not very threatening from range as a mixed squad, but be careful letting them initiate onto squads with squishy middle rows. A few arrows plus centurion splash damage could end your mages and healers.
Once you break the initial groups to the north and east it’s time to grab the objectives, take out a few more assassins and finally converge on the boss. The dragon rider squad adjacent to the boss will only move one space, so it will be easier than it appears to break that final grouping.
Interlude
Diana becomes gigantic (even more so than before). There’s now an option to change her back to her previous appearance in her class change menu. This keeps all her new abilities and is cosmetic only.
Thanks to Jaromir’s skull squad I improved my faction rank again & maxed out my technology! The biggest improvements were taking Grand Army (all squads gain 10 capacity) and Musketeering (gunners and dragoons get a second attack). Rifled Artillery (+1 range to siege cannons) also will be helpful.
Now that I’ve maxed my tech tree, I’ll make more use of MC’s temporal modulator squad instead of trying to funnel as many kills as possible to the skull squad. This should make the next few chapters go quite a bit faster.
I recruited Zeteni the Undying, whose stats and traits certainly should help him live up to that name. He would have been amazingly useful in stage 12, but I can still find a good place for him to hold the line.
Chapter 22: Greywind Peak