Hex Commander Full Guide & Walkthrough: Starting Tips - Beginners Guide - Price Origin

Hex Commander Guide: Mission 12 – Ice Horn Siege, Campaign

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Hex Commander Full Guide & Walkthrough: Starting Tips - Beginners Guide - Price Origin

You’ll be defending the fort again. This time, however, you will have to face different enemies – the dwarves. The dwarves are pretty difficult opponents: they have more HP than most of your units. Their Berserkers deal huge damage, have over 110 HP & are able to regenerate 10 HP per turn. Their cannons are more powerful iterations of your catapults.Hex Commander Guide: Mission 12 - Ice Horn Siege, Campaign

You begin the venture with pretty some devices, however the portal is outdoor the fortress. You will need to reshuffle your navy inside the fort. You will be controlling a mage, whom you’ve got currently freed. This mage plays like a hero – he can open chests and use potions and scrolls. Additionally, his assaults freeze enemies. Your combatants will assault from handiest one route, this is the north (the massive crimson arrow), however this will nonetheless be a demanding state of affairs.

Your predominant problem may be removing the enemy cannons (the red circles). These units are capable of dispose of the defenders to your walls. There are some methods to do that. The first one is to do away with them with cavalry and your hero – wait till there may be a gap between waves of attack and technique the cannons. The downside right here is that you can’t use the cavalry to counterattack the enemies on the gate.

You could also use an additional mage – even in case you preserve him at the back of the partitions, he’ll be capable of reach the enemies. The most effective solution to eliminate the artillery is using Lightning or Fire Rain scrolls.

When it comes to protecting the fort, you need to weaken the dwarves with ranged devices as an awful lot as you can – interact in melee fight handiest when you have no different alternative. If you freeze enemies at the gate, they may not be able to overwhelm it.

Playing the venture on higher issue (orange arrows at the map above) obviously means more enemies. Every new institution of dwarves will assault from a different side – the maximum dangerous businesses are those with cannons (the circles), coming from southwest and east, at the back of the bridge. What would not alternate is the need to prioritize the cannons and ranged gadgets – after destroying them, preventing the infantry should be exceptionally smooth.

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