A Fragile Blockade
A Fragile Blockade | |
Campaign: Act 6, Side Mission 2 | |
Nothing stands between Sigrid and what she wants. | |
Objectives | |
Defeat the Heavensong reinforcements! | |
Structures | |
Information | |
Map Type: | Campaign |
Fog of War: | No |
Reward Stars: | (24 Turns) |
S-Rank: | 20 Turns |
Previous Map | |
❮ We Must Stop Meeting Like This |
A Fragile Blockade is the 2nd side mission in Act 6 of the single player campaign.
You play as Sigrid, mercilessly fighting through the Heavensong guards holding her off from Mercia's army.
Objective[edit]
Victory: Defeat all waves of enemies.
Defeat: Sigrid is defeated or her Stronghold is destroyed.
Completion Rewards[edit]
Rank | Turn Requirement | Rewards |
---|---|---|
E | ||
D | 44 | |
C | 36 | |
B | 28 | |
A | 24 | |
S | 20 |
Map[edit]
At the end of certain enemy turns, enemy reinforcements will arrive at the edges of the map. These reinforcements are listed below:
- Turn 1: North: 1 dog, 1 Spearman; South-East: 2 Amphibians
- Turn 2: North-East: 1 Amphibian, 1 Harpoon Ship
- Turn 3: North: 1 Mage, 1 Archer; East: 1 Aeronaut
- Turn 4: South-East: 1 Turtle, 1 Warship
- Turn 5: North: 2 Spearmen, 1 Cavalry; North-East: 2 Amphibians, 1 Turtle
- Turn 6: East: 1 Aeronaut, 1 Sky Rider
- Turn 7: North: 1 Mage, 1 Trebuchet; South-east: 1 Turtle, 1 Harpoon Ship
- Turn 8: North-East: 1 Amphibian, 1 Warship
- Turn 9: North: 1 Spearman, 1 Archer; East: 2 Aeronauts
- Turn 10: South-East: 1 Amphibian, 1 Turtle
- Turn 11: North: 1 Mage, 1 Cavalry; North-East: 1 Turtle, 1 Harpoon Ship
- Turn 12: East: 1 Aeronaut, 1 Sky Rider
- Turn 13: North: 2 Dogs, 1 Trebuchet; South-East: 1 Amphibian, 1 Warship
- Turn 14: North-East: 1 Amphibian, 1 Turtle
- Turn 15:
- North: 1 Mage, 1 Archer, 1 Giant
- North-East: 2 Amphibians, 1 Harpoon Ship, 1 Warship
- East: 1 Aeronaut, 1 Sky Rider, 1 Dragon
- South-East: 1 Amphibian, 1 Turtle, 1 Harpoon Ship
Story[edit]
10th August, The Circle Sea
Having set her sights on Mercia, Sigrid's army makes haste to follow the queen's fleet, but she is intercepted by Heavensong guards stationed to hold off Felheim from reaching their army. Unthreatened by the mortal resistance, Sigrid forces her way through.
With the guards swept aside, Sigrid is now hot on Mercia's trail. But what could Sigrid be after? Whatever it is, she will face Mercia soon.
Strategy[edit]
A Fragile Blockade is an endurance mission. There are no enemy structures to capture or destroy, or a commander to defeat, and victory is achieved once the final enemy unit is destroyed. The player has an innate advantage in that they can continuously produce new units, while the enemy will eventually run out.
For the first 16 turns of the mission, fresh waves of Heavensong Empire units will appear at four different locations:
- The northern road (ground units only)
- The northeastern sea corner (naval units only)
- The easternmost isle (air units only)
- The southeastern sea corner (naval units only)
For the first 15 of those turns, groups of 2-3 enemy units will only appear at 1-2 of these spawn sites. On the 16th turn, a final wave of 3-4 units will appear at all four spawn sites simultaneously, and include one Giant and one Dragon.
The player begins with one of each of the three unit recruitment structures: a Barracks, a Tower, and a Port. Early on, rush to capture as many of the map's seven neutral Villages as possible to secure a steady income before the advancing Heavensong forces swamp them. Two Villages, the northernmost and easternmost ones, will likely fall to Heavensong or be surrounded by their troops before they can reached, and so should be left alone until later. On the first turn, produce an Amphibian to speed up the process of capturing the three sea Villages. Consider making a Wagon early as well to carry the initial Spearman to the northern Villages.
As the mission goes on, protect the bridge leading to the Stronghold at all costs, as well as the Port. Prioritize the production of Turtles and at least two Sky Riders to keep sea and air threats busy and protect the three sea Villages, making sure to keep the Sky Riders away from land since the enemy brings in multiple Archers and Mages. As for ground units, Trebuchets, Mages, and Spearmen should be sufficient to support Sigrid in holding the bridge or defending the two northwestern Villages; Sigrid's Groove should be reserved for an emergency heal or taking out the enemy's most dangerous units, like Trebuchets and the lone Giant. When possible, recruit at least one Giant to start pushing the enemy back and keep it near a Mage for both healing and anti-air protection.
By the time the final wave arrives, at least five of the seven neutral Villages should be secured and in no immediate danger of falling. Over the next several turns take out the enemy air forces, focusing on the Sky Riders and Dragon, and mop up the ground units. The last remaining enemy forces will likely be assorted naval units, which should be attacked with as many Turtles and Dragons as can be mustered.
Dialogue[edit]
Introduction Dialogue
They think they can stand against me?
End of Heavensong's Turn 5
End of Heavensong's Turn 11
Oh, another wave. Maybe I'll be swept away by the rising tide of idiocy.
End of Heavensong's Turn 15
Here they come, like lambs to the slaughter...
Defeat all enemies
Sigrid is defeated
No! How did I succumb to these pathetic masked fools?!
Sigrid's Stronghold is destroyed
Trivia[edit]
- This is one of the two missions of the single player campaign to feature no unlocks or campaign progress. The other is Path of Destruction.