Campaign difficulty or bug

By dzug, in BattleLore: Command

I have played quite a number of games vs the AI in skirmish mode and have done quite well. however I started the campaign and seem to have run up against a brick wall. I have got to the Rookery level where one has to destroy all Uthuk units. I must have played this level about 30 times now and have tried just about every strategy but cannot win. Even when it seems every roll goes my way and all lore/advantages are used I can't overcome the odds. The best I have done is a single archer left against a full health Chaos Lord playing Lord of Destruction.

I am starting the level with 40 points, getting me about 8-9 units. The Uthuk start with the equivalent of 12 regular units with the Chaos Lord.

Do I need to keep bashing away or could there be a bug giving an unfair balance?

Any tips?

Edited by dzug

I can't really say I am an expert of the game, but I thought this mission was not harder than the others. I failed it one time and I had it easily the second time. I can give you some approaches that might be interesting (if you've never thought about it).

1) Use the buildings. Having one less damage is an enormous advantage. For example, if a blood haverster gets a rage, it will kill itself and you'll be fine. If you put a rune golem in a building, it is immoveable and has one less damage. You can even put a unit behind it so it is supported (no retreat).

2) Watch out for the Chaos Lord. When it gets near, try to focus on it to kill it as fast as you can. Archers can be a good way, since he can counterattack with five dices (unless you attack with a Knight that is vigilant).

3) Think of combos that can help you. One easy is to select "darken the skies" (lets you activate three archers that make another attack) plus the card "Enchanted Arrows" (lets you attack from anywhere on the map). Your yeoman archers have "Double shot" (another attack if you don't move). This way, you have 9 attacks on any unit on the map. This should remove half of the Chaos Lord's life in one turn.

4) Watch out for Blood Harvesters. Try to finish them one at a time. A weak Blood Harvester is even more dangerous. Three Blood Harvesters with one unit remaining are many times more dangerous than a 3 unit Blood Harvester.

Hope that helps you!

Also having the same problem. I'm a veteran of many turn based and RTS games and rarely find them difficult (I generally play on the hardest modes). I've actually given up on Battlelore Command now because I simply can't get past this level which is a shame but after countless attempts it's become far too annoying. Not being able to save your progress is another issue of course but not the real problem here.

Is there possibly a bug or are some of the proposed changes going to help with this, I noticed a possible change to improve the human archers?

Looks like the latest update sorted the bug - the archers seem to be better now and that really helped

Now spoiler alert! I think there might be a bug in the final mission vs the witch!

If you have two Rocs, and in the first turn use them to move either side of the witch (using the 'move winged creatures to anywhere on the map' order that everyone has, you can then pin her between you - I defeated her on the second turn, as she can't move far away, it's unlikely the defenders can destroy the Roc's in a turn, and on your second turn you smash her.

I'd recommend moving starting units either side of her so stop clever tacticians doing this - great idea but then it's shortened the game for me :-)