ARCHER TROUBLE

Hello friends!
How is your Bandit deck looking? You should spend some time on it. For this battle, you can only bring Bandit character cards. Nothing else!
[h3]ADJUTANT DIRK’S FIGHT[/h3]
Adjutant Dirk poses a unique challenge, as you’re limited to a deck you will not have used much yet. You’ll have just enough Bandit cards to fill out a deck, but you may not like them all! Make sure to win some of the other battles first; there are several that reward the cards you need for a normal win, as well as support cards that make your life a whole lot easier for completing the optional challenges.

Aside from being forced to use the Bandit deck, Adjutant Dirk’s battle has a couple more mechanics you’ll need to overcome. First off, archers are placed on either side of the battlefield that will shoot at random units, both yours and the enemy’s. As they’re not on the battlefield, you cannot take them out. They don’t do a lot of damage, but they completely ignore armor and get to shoot after every turn. The damage does start to stack up, so you don’t want to stand around too much. These archers get a +2 damage buff the first time you deal damage to the enemy commander, so make sure to take him out quickly after your initial hit!
If you want the Vile Blow support card that’s up for grabs, make sure to use four or more spell support cards before you off your foe!
[h3]CHALLENGER BATTLE[/h3]
If you managed to overcome the base challenge, there clearly weren’t enough archers! In the challenger battle, the enemy uses ranged units only. This may not sound difficult at first, but with the Archers’ ability to push back your units, this really slows down the battle and thus gives the archers on the outskirts more time to deal consistent damage! To add to this, when you damage the commander for the first time, the archers get the damage buff. Furthermore, all your units are pushed back as far as possible.

Two crates are placed on the foe’s side of the battlefield. Since this battlefield is only three spaces wide, this leaves two spaces for Adjutant Dirk to place archers behind and only one space for you to get close to the commander. Not only are his archers safe from melee characters, you are very limited in how much you can damage the commander each turn!
To add even further to your woes, the commander has a lot more health than in the base battle, and you have to finish the battle with 25 health remaining on your own commander! As the Bandit deck doesn’t get any healer or mage character cards, you’re very limited in the spells you can cast. The spells you do have access to cost health points to cast and you only have 10 health to lose. That’s only about two to three spells or one full heal from Milten the Monk!
To prepare for this battle, you have a couple of ways to go about it. To name two, you can try to outheal the damage the archers deal or maybe fill the battlefield with Bandits to overrun them. The choice is yours!
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And that’s that! We have some very exciting stuff to share this month, so be sure to stop by our Discord server!
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https://store.steampowered.com/app/1293460/Ash_of_Gods_The_Way/