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War Metal Tyrant Guide: Winning the Final Campaigns - Introduction and Homeland Defenders
Introduction to the Endgame Campaigns You've dominated War Metal Tyrant through the initial missions, the first wave of campaigns, and the new Nexus missions. Now, the developers have put together some fairly tough endgame campaigns at you. However, they balanced things out with some very sweet rewards that will become staples in many of your decks. In this series of articles, you'll learn how to defeat Homeland Defenders, Halcyon's Elite, and Creature Combo. They range in difficulty, so start with the easiest and use the fantastic rewards to propel you through the tougher missions. I seriously recommend you start with the Raider campaign: Homeland Defenders below. Then, move on to the Imperial campaign, and with a stacked deck, take on Creature Combo - the Xeno and Bloodthirsty set of missions. I believe you're going to really like at least two of the rewards, depending on your style of play and preferred factions. Use the information below to put together tough decks to plow through the final missions and get ready to dominate faction wars!
Winning the Raider Campaign: Homeland Defenders The Raider Commander in Homeland Defenders 4 has the following stats: Heal All Raider 1, Weaken 1, Seige 1, and 18 health. What that immediately tells me is A. I won't be winning with Crush or Fear (too much health to quickly kill commander), B. EMP has limited to no use (doing two damage to all when all units not killed regain one back is meh) C. I will get more use out of units and specific Action cards than Structures (Seige on a Commander, whether 1, 2, or more is brutal on structures), and D. Since I will have cards weakened (but only 1 unit will be weakened), I'm more inclined to use units with strike. In terms of the units you'll face, expect to run into a few structures which will buff their units and long wait, high powered cards. So, how do you win? The above deck let me easily win all 10 battles in a row for full completion. Atlas is my commander here because his Strike 1 is more important than healing my generally frail units that would die in one hit anyway. I used one Cannon Walker b/c of it's Seige 2 and high health, Hunter because the enemy commander doesn't have strike nor do I remember Action cards with strike, and the extra damage can let me wipe out a very powerful unit before it overcomes it's Wait. Even if I had the Legendary Goliath, I would go with the card I have, Omega. Omega has Seige 1 and Strike 1 plus high life. Two Full Power cards (faction reward) are extremely helpful, slightly because of the Rally All 1, but more importantly the Seige 4 ability to wipe out the enemy structures. Finally, I used FIVE Plague Dusters. Why? Wait of 2, Flying, and Strike All Raiders 2. It's extremely unbalanced, but it works WELL. Make sure to take auto off, use Hunter first if possible, get the Omega or Cannon Walker roughly 3rd or 4th to combat structures (but not immediately because you have no heal and need them to stick around), and use Full Power as your opponent brings out structures. Other than that, your Plague Dusters will be all the power in this deck and will give you a very easy win. Get your 10 victories and what do you get? Your Reward for Completing Homeland Defenders: Gun Raven
Gun Raven! I remember in the original War Metal he was a must have and in most Raider decks in Tyrant, he will be similarly important as well. Gun Raven has the second most health (10) for a unit behind the Unique Xeno Kraken with 11, AntiAir 3 is beautiful, and Immobilize is just gravy. 4 Wait obviously, but it'd be crazy unbalanced for him to come out sooner. Use 1-2 command centers, have 1-2 units (or Commander) with heal, and you have a fairly invulnerable massively powerful card! Continue on to learn how to defeat the Imperial Campaign: Halcyon's Elite and the Xeno + Bloodthirsty Campaign: Creature Combo.[Go back the beginning of the War Metal Tyrant Guide]
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