Pathfinder: WotR EE - Crusade Management Act 2 Tips & Tricks

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greetings everyone hope all of you are having an absolutely fantastic day we are back again with more Pathfinder right to the righteous hope all of you had an absolutely fantastic holiday as well I thought it'd be interesting to kick this year off with what many people have communicated is the most difficult part of this game for them Crusade management a lot of you put this on auto mode you feel like it's too complicated you don't understand what you're supposed to do and I'm hoping I could create a video series that is going to help explain some of this and make this section of the game much easier for you all we're going to break this down act by act so it'll basically be Acts 2 3 and then five that will hopefully give you all the information that you need as always if you have some questions regarding the content that is not answered in the video just leave them down below and I'll be happy to get to them okay so this is basically the beginning of of Act 2 we've had the conversation with the person who basically put you in charge of the Crusader Army already so now you have full control over the camp and you're basically able to do what you want to do so the first thing that I would recommend is that you go over and talk to arabeth and when you go over and talk to Arabic you'll see an option here that says we need reinforcements can you get us more soldiers go ahead and select this and she'll say she can but you need to pay seven and a half thousand gold coins in order to do this go ahead and do this it's well well worth your time all right once that's done let's flip over into you going out into the map alright so now you're out and about in the global map first thing that you'll see up here you've got two tags blue tag or blue flag rather is for you controlling your actual people and running around in the map this other one is for you to control your Crusader Army that you are in charge of now if you play King maker before and dealt with Kingdom management you might be worried about if there's a time limit or if time is a huge factor in this situation it is not at least not to the degree that it wasn't king maker and King maker you could flat out fail your game depending upon how long you took to do things in Kingdom management if it's not the case in Wrath of the righteous you could take a long time and it'll negatively hurt your morale but it won't cause you to flat out fail your game so morale determines the growth of your trainable units and the growth of the resources that you use to get more trainable units which isn't really a big deal now but it'll become a much bigger deal in act three so I'm gonna really save uh a more robust discussion about how morale affects you for our act 3 video for now we'll just ignore this and say you don't really have to worry about it all that much all right but now you can see that we have two different Crusader armies that we can deal with and the reason for that is that you paid that money to arabeth so the game is going to add for you another hundred footmen and as you can see here if we expanded footmen do damage four through nine um it's melee with a short sword 1d6 plus three okay so there your basic infantry and then regardless of whether or not you talk with arabeth you're gonna get this starting army unit okay so you're gonna have a hundred foot men 50 archers and then you get 20 clerics as well because these are really the only units that you get I'm not gonna have a discussion right now about which units are better or which ones you should really be focusing on that becomes a much bigger deal in act three for Now you kind of just have to use what you got so you can combine different units so if we move this up when two units are on the same Circle you can go ahead and click this button to combine them and then if they're of the same type you can just switch them over and they'll combine to be in the same unit so how high you can stack these units determines the amount of damage they can do or how effective they are and what they're supposed to do you can also move them around on this grid so I prefer moving my front liners up and then having my archers in the back and then that basically determines where on the map they're going to be positioned when a fight starts so you'll also see that there are some um General attributes for the Army so the foot icon is for movement points so it determines how quickly you can move across the map then there's morale again it doesn't really matter that much we'll talk about it in act 3 when it matters much more and then Army strength so this is the strength of your Army in comparison with the demon armies that you're going to come in contact with we'll get more into that as we move across the map and get more into combat and then you have Army size so you can actually increase the amount of units you can have in your army as the game goes on so this is going to let you know how many units you have access to and then finally you have Army perception so basically the Army is going to take the perception of your party and then use that when it's going across the global map to reveal hidden locations and places that you can visit so that you can honestly have a lot of this stuff mapped out before your actual people get over into that area so this is yet another reason why it's very very useful to have high perception for your group because it impacts you and helps you both when you're walking around in the world and for your commander Army when it's going up against these demons armies all right now if we go back into your army what you're definitely going to want to do as well is a sign a general now there are many different General options and they all play a little bit differently but essentially what you want to look at is this symbol in the upper left which is going to tell you what type of General it is so some generals specialize in melee combat some journals specialize in range combat some generals specialize in Magic by far I believe it's easiest to get through Crusade management if your general specializes in Magic because it's going to give them access to powers that makes it much much easier for you to take out large groups of enemies on every turn and so that's definitely what I consistently use and what I would recommend now if you don't like the list of generals that you receive all you have to do is just click out of this and then you can press Recruit new general again and it'll give you a brand new list of available generals so there are two generals that I feel like are really the best to start out with and so you see that Magister uh pilkwell has uh he is a mage you could use him as a maze General but honestly the two that I feel like are best are set sooner shy and I feel like he's really the best one to me because he has two of the most important things for a general right now starting out one of them is scorching Ray which is going to be your best way for your general to deal damage and throughout the game your general will be your biggest damage dealer a lot of the units are just for kind of cleanup and trying to basically stay alive while you're trying to get to your next General's turn so it's important that your general has access to really nice damaging powers and then he also has access to the second most important thing for generals which is master of maneuver master of maneuver determines how many units you can have in your army so the higher this that is the the more different types of of units you can put into your Army and the stronger it's going to become so being able to get both of these right off the bat is really really powerful and definitely to your advantage the other General that I feel like is a really strong choice is Chief agaboya and the reason I really like her is again she gets scorching Ray which is really important for you but she also gets spellcraft 1 which is going to give her a plus four bonus to power and power determines how powerful your magic um the the General's magic spells are and in act two you don't get the ability to do a lot of the things that make the generals really really powerful and so with uh such soon as shine even though it's nice having the scorching Ray it's really going to melt enemies down whereas Chief agavoya is able to really really just torch them because she has this increase to power I still prefer shy because I prefer just focusing on you limits because I feel like they really just turn out to be more powerful and active for you anyway but there's not a truly wrong choice there so with that out the way let's go ahead and we'll just pick them up and as you can see it's gonna cost 500 um in order to pick them up you only have 2 000 so we'll go ahead and recruit him and then you'll see once he's recruited you now have an extra slot for you to put more units into so you can recruit units by clicking on the recruit iron icon in the lower left now for right now the only unit you're able to take are the footmen and The Archers which is again why I mentioned it's not worth going over the different unit options here because there's not really much to choose from you have to go ahead and use these people you'll get a new batch of them once per week so if you look at the top you'll get an additional 22 an additional 33 that you can recruit if you so choose once per week and I would definitely recommend in Act 2 you go ahead and recruit them every time you get a chance but usually uh I'm able I'm able to finish it in enough time where I'm only able to recruit them once maybe twice all right so now if I go ahead and click them if you look here it's basically saying that there are 44 of this unit available and each one is going to cost you 25 so if I go ahead and click and then you can use this button to say I want the maximum amount I could possibly get and because we have 1500 resources left over over it's going to allow us to pay the full 1100 so we go ahead and recruit them and then we're also going to do the same for footmen but you'll see we're only going to be able to get 26 of them even though there's another 40 available which means you are going to have to buy more resources out of pocket in order to be able to recruit more footmen in this case I would highly recommend you go ahead and do that starting out at the highest level possible is going to make this campaign much much easier for you so we'll go ahead and pick up I think we need about what 500 something like that not quite um we need 45 more there we go okay so now you've already combined the two armies that you had and you have recruited all the um units that you could possibly get so let's go ahead and combine these and we'll add on to our archers and we'll add out to our foot mat I prefer to just stack them high as opposed to having um two different units of the same type here I I find it much more valuable to make sure that whatever unit it is when they hit they hit hard unfortunately there's no way for you to increase the amount of clerics that you have so pretty much throughout act two these are the only ones you stack high and everyone else you just ride with it as best you can all right now the other thing you can do to make life significantly more easier for you right now is if you go up to the Gear option in the upper right you'll see there's an option that says run the Tactical combats automatically turn that on what that's going to do is is going to measure the strength of your Army in comparison to the demon Army you're going to go up against and if they it'll let you know if hey you're so powerful that you're going to just completely clear this enemy out so there's no reason for you to fight so as you can see it's showing me now you will completely Wipe Out the enemy you would have absolutely no losses we'll just automatically give you the victory and I could just go ahead and press accept this is a huge Time Saver it means that basically as long as you are overpowering the Army you're going up against you can just automatically press accept accept accept and you don't have to actually get into battle with them so this is why it's so important to stack these up as high as possible right from the beginning you see I'm at level four there's a whole lot of level ones level twos level threes that I'm just going to be able to automatically wipe out making this campaign significantly easier for me now you will notice that I had to press OK through a message once I defeated won the demon Army so for each army or fourth that you're going up against you're gonna get either probably some gold or some materials or sometimes a relic things of that nature this becomes a much bigger deal and act three so again it's something we're going to talk more about then now as you can see conundrum unsolved just got uncovered so that's the perception of the army coming into play as it goes through the world map it'll start picking up these type of locations for you and now what you'll notice in Act 2 is sometimes when you defeat these armies you'll also get an additional Army as well so we defeated that Army and they had some Rangers that were basically closed in and now we've rescued them so they're willing to join our army if we so choose we have an extra slot so we can go ahead and bring them in and then at any point in time if there's another unit that we prefer we can always switch them out in whatever way we please okay so now you see that your movement speed is zero which means you cannot move anymore for that day so you can either go back to your regular person and continue doing Quest or do whatever it is that you wanted to do during this time or in the upper right there's a Skip Day Option once you skip a day you're gonna get all your movement speed back and how big this is is determined by what your general has what decisions you've made during Crusade management Etc et cetera but every day you'll be able to essentially move your Crusader Army forward now you notice we previously took out demon armies with have this little figurine on them but now we're running to a fort which is different the demon armies your piece can walk right past them forts have to be cleared by your Crusader Army before you're able to move past into that area so that's why it's very important for you to clear out these as quickly as possible when you know for whatever reason whether it be side quest or main story that this is an area you want to get into but the POS the the process of clearing them is exactly the same and it's still going to automatically assess whether or not my Army is good enough to be able to take them out and as you can see it automatically says hey you there's no question you would be go ahead and be able to do this now of course sometimes you're going to run into armies that are much closer to your level and consequently [Applause] and consequently you're not going to be able to just run them over but before we do that here let's go ahead and level up so as your general gets more experience they'll be able to level up and then you'll be able to choose abilities for them as they go along so for each one of these videos at the very end I'll show you what my general looks like at the end of the act so you can see the decisions that I made and I'll walk through why I made them and more specifically why I pass over other things so out of these abilities you can either cause fear to other units you can use the shield of Faith which is going to give more protection to your units you can use bless which is going to increase your unit's ability to attack or you can use Bane which is going to penalize your enemy's ability to attack I prefer using bless because it really helps when you're going up against enemies who are immune to fire like fire demons for example so your general is is not going to be able to harm them you want to be able to give your units a leg up to be able to damage those um those enemy units and sometimes the enemy units are all melee so they have to walk across the field before they're able to get to your units so Bane isn't quite as useful because it's not useful into the the enemies are actually in range to be able to harm you whereas with bless if you're focusing on Range units which I absolutely recommend that you do it's going to be useful right from the very beginning to help your archers and your Rangers or whoever annihilate the enemies and hopefully Willow them down in absence of the General's power so that's what I choose here all right now we have a level 4 Army now as you can see it still says that I'm Victorious but I did I would lose some people now it'll tell you what you would lose for your army here but then it also tells you that some of your units are replenished at the infirmary so all the generals have basically a Hospital ranking which says that okay there's a certain amount of um units that would have been injured or harmed during this fight but depending upon how good or established you are at recuperating these people you might be able to get them right back so you see I got all 20 of my archers but I only got 33 of my footmen basically saying your hospital skill it's not large enough for you to be able to get everyone back so you could either just accept that and say that hey I'll lose one of the footmen or you can manually fight the battle if that's what you would prefer to do so I'll just go ahead and accept it and then you could just move on so this highlights why I feel like it's really really nice to have a high hospital um stat because it enables you to essentially punch above your weight to go up against enemies that you know might maybe level five level six and sometimes you can automatically let those battles finish or even if you manually go into them if you have a lot of losses while you're manually fighting the battle it's still going to allow you to take losses that you feel like are acceptable because your hospital stat is letting you get so many of these units back hopefully that makes sense we got another level up so here is where you have a tough decision me personally I rank power level above everything else you want your general to have as much power as humanly possible even though Master maneuver is very nice but this is another reason why shy is really the best General because he gets that Master of maneuver right off the bat which makes it much easier to go ahead and just let this go and focus on power okay so now I want to show you an example of how these fights can essentially go so I'm I think I'm around level six right now still in act two and you saw you can't really control the initiative of your army so sometimes you'll get the first goal sometimes the enemy is able to go first uh instead on the enemies also will oftentimes have generals and their generals will have different abilities that can be deployed against you so you have to consider that when going up against them some enemies have the ability to summon in of the creatures so for example this swarm was summoned into our fight keep in mind that summons can be extremely dangerous they absolutely can help to wipe out some of your team but you do not have to defeat summons in order to end the game so basically if I take out all of these other units then the fight will be considered as over all right so now I always start with my general and basically taking out whatever enemy I feel like is the one that I want to deal with first I prefer defeating the dredge as you go along in the game you'll start to get used to the abilities that some of the various enemy units have I know the dredgers are able to pull out a poison that will immobilize or basically nauseate your unit and prevent them from being able to attack so I prefer to take them out as soon as possible and scorching rain is going to be absolutely fantastic for doing that as you can see I've been stacking up the Arches very high so I have an option about what I want to do next this uh the Rockne can also use those poison abilities so I want to take it out as well but unfortunately I forgot arrows don't work well against it so that's also what you have to get a use for what works well with melee weapons what works well with range weapons and work what and what works well with magic in particular um now it's my footman's turn I might as well just go ahead and interface with them even though it doesn't do that much damage and then we have the clerics again you're not able to stack the clearance crazy high but it's nice to have so we'll go ahead and smite evil and then we'll try to do something for the demon takes off one not bad you um you can pick up hell night sometime during act two I highly recommend that you go ahead and do that it's part of the main story you just once that main story Quest is finished you have the option about whether or not you're going to add the hell nights into your army doing that not only is going to give you a party member but it's also going to unlock them as units uh potential units in your army and they're very very powerful as you can see they can move around a wide area in the map and they do great damage against demons so definitely want to make sure you pick them up and as you can see he knocks them out with no problem okay so as you can see enemies um defeated several of my units so as they cut down units you're going to see this infirmary size bar increase so this is going back to the hospital uh skill that you have which decides the size of your infirmary so how many soldiers you can essentially heal or bring back to life after a fight so if this bar is maxed out that means you're going to lose units on this fight so basically your goal is not only to win the fight but win the fight with at least some of this bar left over so that you get all of your units back all right now that we're back into it I think I'm gonna burn him down and as you can see scorching rate is extremely effective burn him down with no problem now we'll go with the bubble so yeah ticks out took out three of them as opposed to the footman which I think was doing one at a time so yeah he's taking out only one again Claire will go ahead and help with this and then the hell night will almost take it out and then he does more damage and he does more damage and that was more damage no problem scorching rain again very very effective again arrows ineffective against it even if you do it twice but he was already so low Health that it didn't matter and so as you see all enemy um taken care of and then we're able to get back all of our people so that's basically it that's exactly what you're looking for and if you follow my steps it should make the battles in this act significantly easier and here's how my Crusader Army looked at the end of act two so as you can see I built up the footman and The Archers as high as I could I kept around the clerics because you start with them so why not I picked up the hell nights as well like I already mentioned you definitely want to make sure you get them it's a powerful unit that can move around a lot um and then as far as my general again I start with shy he automatically comes with Master maneuver score to Rin Elemental protection I already explained why it took bless I took spellcraft because you want the additional Power Cure wounds is extremely helpful as well so sometimes when you're in a fight and your hospital skill is not good enough to overcome the losses that you've taken it becomes very useful people to just directly heal one of your units instead of take instead of trying to damage an enemy it's especially useful if you've whittled the enemy down to one last unit and you know you're about to win anyway and the whole point is just to try to mitigate your losses instead of actually going for the win since the end is already pretty secure magic instructor is going to increase the AC and damage of any spell casting units you have range combat is King when it comes to Crusade management so you want to focus on archers and Sorcerers and for whatever reason archers do not require a lot of investment in order for them to do great damage so it's much more to your advantage to focus on spell casters and picking up um the Feats that are going to help them do better penetrating strike is just something I threw in there because there were no other good options for that particular level up zealous student is going to give you 10 more experience points this is actually very very important because as you level up you're going to get more of these spellcraft options you're going to get higher level spells so when you're using a magic bass General leveling up as quickly as possible is going to give you tremendous leaps in power so picking up zealous student is definitely useful to you and then finally at level seven you get the option to take Fireball Fireball is going to be your very very best spell for the vast majority of the game so basically it's going to do fire damage to a three by three area so imagine if you start out the fight and your general is able to go first in a three by three area you're able to completely melt down enemies this is extremely useful and can make fights against uh demon armies that are several of above you basically trivial because you can deal with them before your units ever have to do anything so very very important so between all of this and the tips that I've already provided you hopefully I have made Crusade management and act two significantly easier for you and hope all of you enjoyed the video today if you did please leave me a like share this content and subscribe to the channel if you haven't already I will see you all in the next video take care
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Channel: Slandered Gaming
Views: 10,217
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Length: 27min 39sec (1659 seconds)
Published: Mon Jan 02 2023
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