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Subject: Strategy Request - how to deal with a troll-charge? rss

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Björn Loesing
Germany
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Dear defenders,

I'm looking for some advice here. What happens if your opponent manages to place enough trolls in the first two turns that despite any traps and similar, there are four trolls on the left wall without cauldrons by turn 4 - and a ballista aimed at you?

Assuming there are shields protecting the trolls from missile fire, and most of the pathes are built over with bridges, what's the best strategy to deal with the trolls?

If the ballista hits, there are two soldiers defending - going for 6 points with the two walls. Using the Holy Sniper will have 9 points placed against 6... and bringing in the Warrior costs 4 action points that probably won't be available at this stage (1 to move him, 3 to kill another troll).

How does one stop a "troll-charge" unless relying on a very lucky hit from a pole or cannon?

Continously casting the Blessing is also costing too many Action points...


As long as there's goblins and orcs around I can sweep off with my poles and cannons, I do fine. But I find myself without a clue of how to deal with a pure troll-charge.

Any pointers would be great!

 
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Jörgen Olsson
Sweden
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I've only played it once so far, but I managed to survive an assault with 5 trolls by using the church sniper, troll cauldrons and the warrior hero. I also had a pole but it missed the swing.

Veteran units also work, but they might fall victim to the Accident ritual if you use troll cauldrons.
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Wiktor Pucek
Poland
Warsaw
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use your officer (+1 to every unit at this wall section) + speech for 1 hourglass and it is 9vs.9
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Kevin Warrender
United States
Rockaway
New Jersey
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VexingVision wrote:
If the ballista hits, there are two soldiers defending - going for 6 points with the two walls. Using the Holy Sniper will have 9 points placed against 6...



Being down 9 to 6 won't result in a breach at least. You'll lose both soldiers, but the wall will survive. Even 10 to 6 would be okay. And remember, 2 units get saved by the Hospital, so they very well may not even die.

The methods described (Warrior, Officer, Snipe) are good options though. Also consider swapping in a Veteran or two (switching places only costs 1 hourglass each) if you have them.

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Wiktor Pucek
Poland
Warsaw
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but if they are far on the other wall section it costs more that 1 hourglass.
But as you said, they wont breach. This is important
 
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JL Meseguer
Spain
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VexingVision wrote:


If the ballista hits, there are two soldiers defending - going for 6 points with the two walls. Using the Holy Sniper will have 9 points placed against 6... and bringing in the Warrior costs 4 action points that probably won't be available at this stage (1 to move him, 3 to kill another troll).



Remember that if a ballista shoots against a wall section with an ongoing melee and hits, then the attacker will also lose his strongest unit... this means that the ballista will probably shoot another wall section.
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Björn Loesing
Germany
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cogollo wrote:

Remember that if a ballista shoots against a wall section with an ongoing melee and hits, then the attacker will also lose his strongest unit... this means that the ballista will probably shoot another wall section.


This is the one point that was killing me as a Defender - we simply didn't find this one in the rules at first. In our previous games, the Ballista was able to pick off highpowered units out of the melee-zones - with predictable results!

Thanks for the clarification. I'm beginning to think that it's pretty difficult to win as the Invader.
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JL Meseguer
Spain
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VexingVision wrote:


Thanks for the clarification. I'm beginning to think that it's pretty difficult to win as the Invader.


I also agree it seems easier to defend, because you only need to react to what the attacker is doing, so small errors of the Invader at the beginning can mean a lot towards the end...

I would suggest letting the beginner player play as the defender first. When both players are experienced, the game seems a bit tough on the Invader, so I was thinking to give the Invader one more GP at the beginning (but only if I see the Invader consistently beaten, so it's still a bit early for me to say).
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Jesse Dean
United States
Chicago
IL
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I think ballista shots are probably worth it due to the attrition they cause. Any unit hit by a ballista is removed from the game. It doesn't go to the hospital and thus reduces the total amount of units that the defender has available for the rest of the game. So I think a lot of times it will be worthwhile. You have tons of more units coming out. They do not.
 
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Calderwood Speer
United States
Fort Worth
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doubtofbuddha wrote:
Any unit hit by a ballista is removed from the game.


Uh, no. The rulebook clearly states that they are "killed", not removed from the game. All killed units on the Defender's side go to the Hospital. (And, I agree, it should have said wounded or something.

I can see how it can be interpreted that way. Unfortunately when you read other sections of the rulebook (e.g. Melee Strength Calculation), they all say "killed" too.
 
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Alexander
Greece
Athens
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ONLY the melee loses, at the wall section battles, for the defender goes to hospital all other loses (balistas, catapults, goblin archers etc.) removed from the game.
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Adam Kunsemiller
United States
Indianapolis
IN
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Bitzaloid wrote:
doubtofbuddha wrote:
Any unit hit by a ballista is removed from the game.


Uh, no. The rulebook clearly states that they are "killed", not removed from the game. All killed units on the Defender's side go to the Hospital. (And, I agree, it should have said wounded or something.

I can see how it can be interpreted that way. Unfortunately when you read other sections of the rulebook (e.g. Melee Strength Calculation), they all say "killed" too.


The rulebook is total crap, this is clarified in the faq. Balista hits = out of the game.
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Chris C.
United States
Goshen
Indiana
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The defender always responds after the invader makes a play.

I think in order to make this game a little more balanced there needs to be a turn order. Say for example I spend men in order to create the "Wind Gust" it would be good if the defender has to spend his resources before he sees where I place it.
 
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Nick Szegedi
United States
Las Vegas
Nevada
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Teeaniknik wrote:
The defender always responds after the invader makes a play.

I think in order to make this game a little more balanced there needs to be a turn order. Say for example I spend men in order to create the "Wind Gust" it would be good if the defender has to spend his resources before he sees where I place it.


...I agree! We played 4 games so far and we both are "seasoned" gamers... how do the Invaders have a chance!?!??! What are we missing? It seems too easy to react to what the invaders are doing...!

Of course, more plays are needed to confirm this but as a variant, wouldn't it be cool if somehow you would do all the invader's orders but instead of putting the actions into play just "declare" what you were doing...(you are building a catapult, you are Dispatching twice, etc) then the Defenders would secretly assign the hourglasses (maybe the Attacker player would leave the room for a moment)- and when you are done, cover the orders in the castle (somehow) and have the Invader carry out the orders...as normal.

you know he built a catapult but, don't know where he will deploy it... you know he build a shield but didn't know which wall it was going to be put by.... something to that nature...

After he is done, you reveal your allocated hourglasses and carry out your turn as normal....

Something to that effect! (just throwing some ideas out there!) This way you are anticipating something but don't know exactly what... would make it more intense!
 
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