Guides & Walkthroughs New Guides Popular RPG Action Strategy Adventure YouTube Guides Mobile App
Free iOS App iPhone & Ipad
Download Game Guide PDF, ePUB & iBooks

Hex Commander Game Guide by gamepressure.com

Hex Commander Game Guide

Table of Contents

Mission 8 - Runaways | Elves Campaign Hex Commander Guide & Walkthrough

Last update: 09 February 2018

Arcaena and Sylvius reach one of the Elf outposts. It turns out that they have arrived just before Orcs' assault.

1 - Mission 8 - Runaways | Elves Campaign - Elves Campaign - Hex Commander Game Guide
  1. This is a challenging defense mission but the number of units (on normal you have 18 units against 20) and the location itself give you an advantage. All enemy units come from the south west, they move along the road. They attack you in waves which can help you hold your ground.
  2. Move your starting units to the outer walls (1). The rest of the units in the camp will join you. You have to hold your ground here. Leave your starting squad near the tower and the barricade. Move the rest of the forces in the camp to that place or prepare a second defense line above (2). There are two teleporters in the camp that you can use to summon additional units but you don't need to do that on normal. Mages are very useful here because they can weaken enemies. Sylvius is great, too. He can damage and immobilize the attackers (however, they can still fight).
With enough soldiers, the outer fortifications can withstand almost all of the attacks. Sylvius immobilizes melee units (the orange arrow), Mages weaken ranged units (the green arrow), Archers and Scorpions deal damage (blue arrows). - Mission 8 - Runaways | Elves Campaign - Elves Campaign - Hex Commander Game Guide
With enough soldiers, the outer fortifications can withstand almost all of the attacks. Sylvius immobilizes melee units (the orange arrow), Mages weaken ranged units (the green arrow), Archers and Scorpions deal damage (blue arrows).
  1. There is a Scorpion in the camp. You should place it on the west scarp, right above the outer fortifications (3). There, you can find another Scorpion that can shoot at units on the road below. Move your Archers to the rest of your units. Summon additional Archers, Mages or siege equipment if you feel that you can fail the mission. There is a Healer in the starting squad. Order her to heal Warriors on the frontline who block the entrance to the camp. Thanks to that you will be able to hold your ground without any loses. Retreat your forces and place on the hills if you run into trouble.
  2. Playing this mission on higher difficulty levels - the enemy army becomes more powerful (40 units on the highest difficulty level), has more units and experience. The tactic remains the same but you can think about summoning additional Ballistae/Scorpions and place them on a scarp or a hill (between the points 2 and 3). The passage to the camp is still narrow. This means that the enemy numbers aren't that much of a problem. Use Sylvius to block the enemy army by immobilizing their units in the narrow passages or by placing Shadow Warriors and strengthening them with any of the Shield scrolls.
See/Add Comments

You are not permitted to copy any image, text or info from this page.

This site is not associated with and/or endorsed by the Home Net Games or Home Net Games. All logos and images are copyrighted by their respective owners.

Copyright © 2000 - 2024 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games.