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How difficult would you rate Protect the Princess now that Sir Corwin has to be kept alive, too?

0 - Intro 0.082474226804124 8.2% [ 8 ]
1 - Easy 0.11340206185567 11.3% [ 11 ]
2 - Moderate 0.21649484536082 21.6% [ 21 ]
3 - Medium 0.28865979381443 28.9% [ 28 ]
4 - Hard 0.11340206185567 11.3% [ 11 ]
5 - Nightmare 0.18556701030928 18.6% [ 18 ]
Total Votes:[ 97 ]
1 2 3 ... 14 15 16 >
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
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Updates Pending
Changes have been made to a couple of the campaigns; One of the games isn't loading.


In this thread you will find a listing of Heralds of Chaos' game modes.
Those beyond the game's standard play options are hyperlinked through the games' titles and followed by a difficulty rating, some notes, and tactics.

As more game modes are made, (like 2v2, 2-player co-op, or battle royale,) you will find other posts on the front page dedicated to them.

Difficulty guide:
Intro
☆☆☆☆☆

Easy
★☆☆☆☆

Moderate
★★☆☆☆

Medium
★★★☆☆

Hard
★★★★☆

Nightmare
★★★★★

Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50

Campaigns


Protect the Princess
★☆☆☆☆
Can you protect the princess and prevent her from being slain by a rebel king?
You must help Sir Corwin to protect the frail princess while still battling against Raykl and his draconic forces.

Notes:
You start out at you base with Sir Corwin, a Heavy Infantry, and the 10-health Princess which you must protect.
The enemy begins with three claimed regions: a Clawfighter at base, Raykl adjacent, and a Clawfighter with a Dragoneye Savant moving in to assail your base.

You must ward off these enemies without allowing the Princess to get hit- a single blow can kill her! Fortunately, your starting units are hardier that Flamewing's, so you can easily go on the offensive with little concerns of being overwhelmed.

Tactics:
Keep the princess by your base and play aggressively!
If you push against Flamewing's forces quickly and consistently, you can debilitate the enemy early on without fear of putting the princess in any danger. More often than not, you will even win by obliteration!

Because the map is small, you can also take the enemy base easily and deprive Flamewing of the ten mana he would have gotten from it otherwise.


Survivor
★☆☆☆☆
The portals have been closed, leaving you unable to summon. All you have left is some of the old magic and a bare handful of units. Can you turn certain defeat into victory?
You and Keljana have only three other dragons at your disposal to combat against Belphegor and her forces.

Notes:
You start out with Keljana, Mardu, Krylyr, and a Rage Dragon. Aside from a hand full of spells, these are the only units you have to pit against Belphegor's Succubus and what ever other units that she summons throughout the game.
(Depending on the map, Belphegor will also start out with a Stalker of Worlds that guards her home portal.)

The spells that you have at your disposal are as follows: Mana Sense, Portal Sense, and Portal Burst.

Tactics:
Belphegor's Succubus moves about the map collecting territory while the enemy's units are summoned as normal.

You have two options ahead of you:
1) You can play offensively with your dragons, using sheer force to kill off Succubus and her spawn quickly, and then taking the base for the win, or
2) You can play defensively, using your Sensing spells to locate your objectives and sending your flyers to claim portals while also protecting the portals that you find from the mobile Succubus.


Devil's Nest
★★★☆☆
Can you find the portals before the nest starts swarming?
This mode is a race against the clock!
You need to help Keljana collect as many portals as possible before Belphegor's horde of powerful Demons begins to swarm.

Notes:
Your herald for this game is Keljana the Champion.
Your opponent is Belphegor who, in addition to the Herald she starts with, summons 6 other units on the first turn!

Your deck consists of 14-mana attuners, scouting Dragoneye Archers, and some big dragons.
Her deck consists of demonic powerhouses costing no less that 40 mana each!

Your advantage against this horde is time: Belphergor waits six turns before any of her units leave the base.

Tactics:

Move as quickly as you can across the map, use you archers to scout out the portals, and your attuners to get you more mana and expand your territory. If all of this fails you, use your flying dragons as a last resort to claim a portal behind enemy lines.

Be aware: Belphegor's horde spreads like a fungus, moving outward from the point of origin. She does not send units into her own territory; she does not guard portals. Her only objective is to claim as much territory as possible.


Wave Attack
★★★★☆
Can you survive the enemy onslaught and break the blockade?
You and Keljana start out with a handful of units varying in strength, while Belphegor has you completely surrounded with a swarm of units. You must repel three of these swarms, each stronger than the last, with your army.

Notes:
Throughout this game, you will have a total of four territories to move from: the home portal, two regions occupied by mana wells next to that, and a second portal behind the mana wells. Hordes of Belphegor's minions will rush in on you and your square of territory, and it is up to you to defeat these three waves of terror.

Tactics:
Wave 1 is comprised of Blood Acolytes, Poison Fiends, and Rattling Imps. Divide up your units as evenly as possible between the two mana wells and let the enemy move in to be slaughtered.

Wave 2 is made up of Dead Sun Minions, Hell Hounds, and Jagged Legions. Keep your forces evenly distributed between the mana wells and, again, let the enemy come to you. When this second wave is nearly destroyed, you need to move all of your forces onto one of the portals.

Wave 3 is composed of Cerness the Skulls, Filth Elementals, Lords of Ashes, Shadow Demons, Slaughter Wheels, Stalkers of Worlds, and Void Scarabs. Use the culmination of your units to put an end to this horde, making sure to utilize AoE (Area of Effect) damage to ensure your success.


Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50
Haku of Kirigakure's avatar

Benevolent Prophet

11,100 Points
  • 50 Wins 150
  • Lavish Tipper 200
  • Cheercrusher 50

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