Chapter 26: Stormrook Looms

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With Sayunaa as allies, the Nephilim Army have inflicted defeat upon defeat on Casamir and his armies. The time has come to take the fight to the Empire. The Nephilim Army marches on Stormrook and Rimorgue, a fortress valley that has never seen defeat.

Map

Chapter 26 Map.png

Objectives

Mission Info
Main Objective Seize Rimorgue
Defeat

Hero of Legend is defeated in battle OR

The enemy captures Nephilim Army Base

Challenge Missions

1) Complete the Chapter within 10 turns (100Faction XP.png)

Target Turns 16

Points of Interest

Allied Structures:

  • (31,35) Nephilim Army Base

Capturable Objectives:

  • (21,4) Rimorgue, capture for 8575Gold.png and 130Faction XP.png
  • (13,28) Stormrook, capture for 560Gold.png and 20Faction XP.png
  • (10,12) Miletos, capture for 318Gold.png and 3Faction XP.png
  • (6,18) Melmonde, capture for 1644Gold.png and 16Faction XP.png
  • (19,13) Kalletos, capture for 496Gold.png and 4Faction XP.png
  • (13,23) Mytimia, capture for 409Gold.png and 4Faction XP.png
  • (25,20) Lucia, capture for 379Gold.png and 3Faction XP.png
  • (11,19) Stables for 3 horses.

Bazaar:

  • (30,7) Bazaar

Treasures:

  • None

Strategy

The strategy for this chapter, if willing to complete the challenge mission of ten turns, this is considered a good challenge for most players. It seems easy as first, but not everything is what it seems and justifies the buildup for this chapter.

Part I

The first part of this battle consists of conquering Stormrook in preferable, three turns and the biggest challenge for that is the defenses east, who act as a bottleneck. Position your troops in such a way, that the defenses east are heavily damaged and can be overwhelmed at the start of the second turn. The squad attack the infantry, must be a good tank. If having flying squads, let them deal with the cannon squads east on the wall first. The other cannon squad on the southeastern wall, will advance and attack the player squads in the first enemy turn. The archers will join in and target the weaker troops, if they can shoot at them.

If having cavalry or other fast moving squads left, let them advance south, so they may attack the southern wall defense in the first turn and then may defeat the infantry squad the second turn. You deploy three-four squads for that goal.

The second turn consists of defeating the eastern defenses and advancing the main tank to the villages east of Stormrook or further west. This will trigger the infantry squad and mage squads protecting the leader to attack them. Place one or two units near the main tank. You need at least two squads to conquer the castle the next turn and perhaps a flying squad as well.

The third turn consists of defeating the leader squad and taking the castle, along with dealing with the remnants armies and preparing for the next attack, as in eye in the storm moment, so to speak.

Part II

After capturing Stormrook and ending the turn, the challenge becomes very clear indeed, as Veridia has now deployed its hidden reserves. From Rimorgue, 19 units of heavy and light cavalry assemble up north, seven units of siege cannons will attack from the south and five dragon squads will attack Stormrook from the west.

Also, the wall standing north of Stormrook has somehow collapsed/disappeared, without leaving rubble and the river east of the port, now has a bridge in the northeast location. Also, the victory and loss conditions have changed, in the sense that Stormrook is now the home base for this mission. Regarding the dragons, you need 2/3 squads with high defenses against magic and doing good damage, in order to deal with them and not let them advance unopposed to the Stormrook base.

The cannons from the south, pose a bigger problem if not take care of them fast. Position a very good tank squad (Diana for example) at the fortress or one squad behind the fortress, if you want the cannons more closer to the fortress. You can place two archers west and east on the south wall, in such a position that they are attacked only by one cannon squad if they are decently sturdy. If more resilient, you can place on of them more south on the wall, in order to let them by attacked by maximum three squads otherwise. Having two extra squads for the counterassault, is recommended. If they are not needed, they can be send north.

The one or two flying squads should descent on them without mercy after the first wave of attack. Any archer squad should join as well. About one or two cannon squads should be left alive, but heavily compromised in strength, if they can't be completely annihalitated after their first attack. The squads dealing with the dragons and the cannons, are unlikely to partake in dealing with the first wave of cavalry and they might be late for the second wave as well.

The cavalry from the north will fortunately, not descend on your army in one go, unless Ludricious mode is going on. Instead the western squads will advance first and the second squad will advance later, when player's troop get near to the double bridge central of the map. For the first wave of cavalry, make a defensive wall units one squad south of Mytimia. If bold, you can place a weaker tank squad (lower threat) in the line and reinforce that one with the Exemplar power. They will very like then go all-in on that squad. It will probably lose a lot of morale, even if no squad members are defeated. Otherwise, arrange the line in such a way, that a single squad cannot be attacked more than four times. The line can be five or squads, with the remaining four-five squads not far behind.

After the attack, deal with the remaining units. Due to their high morale, none can be surrended and thus the whole cavalry division must be killed. And start positioning your troops to prepare for the second wave of cavalry. When the second cavalry unit is near/ on the bridge, start attacking or form a bottleneck around the bridge if lacking the power to vanquish many squads of cavalry.

After the cavalry is being dealt with, nothing will stop an assault on Rimorgue and all objectives not captured, can be seized. Dedicate a flying squad or cavalry unit to getting to the bazaar, as this is the last one available in the regular chapters.