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Author46th Survival Tournament [lvl 13]
LRUD

1. 40 Mercenaries warriors - 138 Skeletal bowmen - 17 Lizard cavalry - 1 Archdevils
2. 24 Rocs - 73 Wolf raiders - 258 Gremlins wreckers - M1 Evil eyes
3. 69 Sharpshooters - 5 Crazed trolls - 29 Shrews - 4 Skeletal dragons
4. M1 Gremlins engineer(L,R) - 68 Magogs(U,D)
5. 80 Harpies(L,R) - 6 Raging cyclops(U,D)
6. 499 Imps - M2 Imps - 82Rogues(U,D)
7. 141 Ghosts - 38 Lorekeepers - 386 Skeletal bowmen - M3 Bear
8. 105 Golems - M2 Golem - 2 Titans(U,D)
9. 26 Nightmares - 7 Devils - 18 Ironroot treefolk - 148 Beholders
10. 186 Ghosts(all)
11. M2 Unholy knight(L,U) - 23 Unholy knights(R,D)
monsters have name on rus language=)
This is with full AP . . . ?
I have the same result in full AP, till wave 11 blind 1st try.
all bonus is +5arrow thets why maks w11
w11, full : 18K exp, 5.2 skill points - nice)
Unholy monster have much damage
gl all
12.407 Mercenary Archers - 244 Beholders - 29 Cave Demons - 116 Griffins
I've made it to 12 only to die promptly ;p Anyone get to 13?
It is a lot of errors on 11 wave, 12 it is easy if not to be mistaken on 11 wave
I think I can make it to 13 if I use Arrow Orbs more efficiently. Problem: I keep running out of shots by wave 11, and miss those critical moments when I need to shoot.
has anybody tried min AP and how far can we go?
I got to wave 9 with min AP . . . Over 3.5 Fsp for 11k XP.
13. 663 Recruits - 39 Sphynx mummies - 91 Minotaur Gladiator - 18 Cave demons

The key for me is in W10 , triyng to kill the ghosts without many misses, without loose many troops, and with high iniciative to begin killing Unholy Knights in W11.

W11 is very hard, if they touch you, you are death and must end this wave with enought iniciative because of 116 Griffins on W12.

W12 and W13 are not very difficult but you must have enough troops :)
Ending W13 is about 150.000 Score.

Very different this tournament type, and much faster, after playing I think now is 95% skill and 5% luck ( because of orbs ).

Now trying to W14.....

Gl all.
Wave 10 with min AP, but only 12 with full arts. The biggest problem I had on wave 12 was the Merc Archers and Beholders. Either of them can kill any stack outright. Trees could deal with Griffs just fine. Problem was blocking both ranged stacks, but those Beholders will destroy blockers and attackers very quickly with no melee penalty.

Best was dying on Wave 12 with only 70-some Beholders left. Lightning tower didn't help either u_u;
14. 175 wolfhounds (L+R), 297 mercenary archers (U+D) + defence orb
15. 75 water elementals (L+R), 60 sphynx mummies (U+D)

W12 and W13 are not very difficult but you must have enough troops :)

True, and also shoots for orcs.

w11, full : 18K exp, 5.2 skill points - nice)

I've got same exp and skill for reaching w13 or 15 so it must be capped.
the exp is capped at 1400*combat level
and the fsp is capped at 0.4*combat level

ps did any level 13 try it in min AP yet, can you still reach the cap then?
W13 very problematic . . . The mummy raised the Unholy Knight Monsters for me . . . Sad. =(
for crys41:
what is the name of your lvl 13 barb? ;)
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