Warbanners – The Final Reckoning – How to win the last mission on nightmare using 4 mages

Warbanners – The Final Reckoning – How to win the last mission on nightmare using 4 mages 4 - steamlists.com
Warbanners – The Final Reckoning – How to win the last mission on nightmare using 4 mages 4 - steamlists.com
Descreption of party members, their equipment, used skills and abilites, and the necessary game mechanics and tactics to beat the last mission on nightmare.

 
 

Hired Assistants

 
Sabina Dark: enemies are Cursed for first 3 turns 
Ederius: everyone in party gets +3 to Morale 
Tisharu: set Fire on two empty Hexes before start of battle 
Azania: enemies are Poisoned for first 2 turns 
Zufur: add a Raptor ally before start of battle 
Kemogar: put a barrel of Gunpowder before start of battle 
Set-Shamar: kills random enemy before battle 
Tobian: dig 2 Hexes of Ford before battle 
Brondrin: dwarfs are recruitable 
Sagarus: all enemies have 75% of Mana at the beginning of battle 
 
 

Silver Griffins and their equipment

 
Roderick(Tormentor’s plate) – 1 Stun Bomb 
Paladin(Decapitator) 
Swordsman(Dragon Armor) – 1 Stun Bomb 
Swordsman(Stronghold) – 1 Stun Bomb 
Swordsman(Mountain Splitter) – 1 Stun Bomb 
Halberdier(Winged Messengers) – 1 Stun Bomb 
Halberdier(Night Sun) – 1 Stun Bomb 
Mage(Staff of Secrets) – 1 Health Potion and 2 Stun Bombs 
Mage– 1 Health Potion and 2 Stun Bombs 
Mage– 1 Health Potion, 1 Stun Bomb and 1 Liquid Fire 
Mage– 1 Health Potion, 1 Stun Bomb and 1 Liquid Fire 
Archer(Falcon’s Flight) – 1 Health Potion and 1 Stun Bomb 
Archer(Stormbringer) – 1 Health Potion and 1 Stun Bomb 
Axe Thrower (Pack of grenades) – 1 Liquid Fire and 2 Stun Bombs 
Delia(Regeneration Belt) – 1 Health Potion, 1 Stun Bomb and 1 Mana Potion 
Priestess– 1 Health Potion, 1 Stun Bomb 
 
The Halberdiers have got the Defenderability (+1 Evasion on adjacent friendly units) 
The Mages have got the Meditationskill 
 
 

Starting Position

 
Warbanners - The Final Reckoning - How to win the last mission on nightmare using 4 mages - Starting Position 
 
Place a second barrel of Gunpowder towards the first one. They will provide an extra boost for killing the first enemies, the upcoming fires illuminate the area for the archers and narrows the path, so the enemies are forced to attack one by one 
 
Dig 2 Fordsnearby the existing Ford at the back of the party, so enemies are handicapped hitting you in the back and are more vulnurable when fighting them. 
 
Place Fireto iluminate the area for the archers. 
 
Add the Raptorto the right of the right starting positions, so your units get time to join the main party. 
 
 

Battle Position

 
Warbanners - The Final Reckoning - How to win the last mission on nightmare using 4 mages - Battle Position 
 
Form the first row in following order: 
Swordsman (Dragon Armor) – Roderick – Paladin – Swordsman (Mountain Splitter) 
They give +2 Evasion to each other. 
 
Behind them place 2 Halberdiers, they have the defender ability (+1 Evasion on adjacent friendly units) and range two. 
 
The Priestess is behind the tree. The Halberdier with the Night Sun is to the right of the Priestess. 
Together they illuminate the party and the row in front of your party. 
 
 

Tactic

 
Keep the party always in light (+2 bonus to Accuracy and Evasion to your party) and only attack stunned (-4 to Accuracy and Evasion) enemies being in the light (-2 to Accuracy and Evasion to the enemies – Ghoul, Zombie and Vampire). 
Use mage’s fireballs and dwarfen grenades to illuminate the map. These two make good damage to multiple units too, in addition use “liquid fire” if neccessary. Don’t attack units in the dark. 
Use mage’s “rain of rocks” to stun enemies. This makes good damage to multiple units too. In addition use a lot of stun bombs. Don’t attack units not stunned. 
Keep one eye to plan the damage points. So don’t waste 9 damage when only 1 is needed to kill a unit. 
And it’s better to kill 2 units than to wound 6. 
Use the heroic cry of Roderick and the Paladin so you get the morale boost (+1 bonus to Accuracy, Evasion and Strength). 
 
Plan each round. Start with the mages. 
Look if enemies in close-combat range (Those you can reach with your swordsman, Roderick or Paladin) are already stunned. If not, stun them using “Rain of Rocks” or stun potions. 
Look if illumination is needed. Otherwise take advantage if a mage is in good attack position, use the lighting skill or generate mana using the Meditation skill. 
Calculate the possible damage. The close-combat fighters don’t have much possibilities, with the others try to kill as many enemies as possible and try not to waste damage by making only as much damage as needed to kill the enemy unit. 
 
Keep Delia out of range of Svenefeld. Svenefeld has range two. Hopefully the river or another enemy is between Svenefeld and your party. You also can use the frog for this purpose. Use the Halberdier for attacking Svenefeld, he also has range two and makes a lot of damage (+4 due to Svenefeld is “huge”) 
 
Warbanners - The Final Reckoning - How to win the last mission on nightmare using 4 mages 
 

Written by mazoe47b

This is all about Warbanners – The Final Reckoning – How to win the last mission on nightmare using 4 mages; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!
 
 
 
 


Be the first to comment

Leave a Reply

Your email address will not be published.


*