You only use McGraw in the campaign when you have him selected. So it doesn't matter what the other legends' levels are. You only get the perks of the legend you've selected, for the levels they have gained. As for your opponents, I'm pretty sure their legends' levels are determined by whichever stage of the campaign you're on. For challenge maps, all enemy legends are max level (L40).
Found a small bug with one of Valentine's perks. It's the one that provides X% additional funds from buildings. I have the first rank, which gives 5% more funds from buildings. In reality, it gives one dollar less than 5% each turn. E.g. $100/turn -> $104/turn $400/turn -> $419/turn It's only one dollar less than expected, but it also means that (for example) in the second case, five turns in I should have accumulated an extra $100 total, which could result in me buying a unit I wouldn't otherwise get. Instead, I have an extra $95 and might not be able to buy a particular unit I need. I'm not sure if the later ranks of this talent smooth it out (I only have the 5% version). I'm guessing this is a rounding error in the code, but the slight dollar difference can be a gamechanger in some cases.
Just unlocked my first steam machine! The game is getting harder that's for sure. I'm thinking carefully about all of my moves. Also I can kinda see the point someone made about levels taking a long time, but you can save the game so it's fine. Would be annoying to lose a long level though. Hasn't made me ragequit yet
This game has caught my eye. Werewolves,Necromancers and zeppelins in the wild west? This game has a odd mix of units
Part of me REALLY wishes this was done like Fire Emblem. This is one of my top games I'm playing right now; however, if it had the RPG aspects of a Fire Emblem game.. FFFFFF.... Yes. I would just throw all kinds of money at MikaMobile.
Just bought it today. It's pretty challenging early in the game, especially three-starring. Four missions in, and it's getting my brain worked out. As a casual Advance Wars fan, I'm loving the level and AI design.
Help! Hi! Loving the game so far, but I'm getting absolutely destroyed every time on chapter 11 (intro to gyrocopters). I have a level 16 McGraw as my legend. I've tried hanging back and killing the copters they send, but then the enemies always have a cash advantage and it ends in a stalemate at best. I've tried rushing the saloon controlled by the enemy, but then the copters decimate me. Any strategies and/or tips for making this level a bit easier (besides changing legends)?
I am not that great at this type strategy either (mainly because I am new to it), and YES it is hard.. no doubt about it.. Victories do feel good however, and are well earned. As a beginner, these games take trial and error to figure the gameplay strategy mechanics out.. I, personally, really enjoy it this title.. This and Warbits are pretty much the only offers in the iOS store (with this much polish) of this caliber, so if you want to add the game to your collection, you can't really go too bad with it..
Don't bum-rush the saloon on the other side of the mountain. You'll just lose immediately. The best thing to do in this stage is basically take the saloon close to you at the start (slowly), but destroying the gyrocopters takes priority as you need them down before the ground forces show up. You start with a rifleman, and those guys are pretty good against gyros so put him in range of the gyro that moves in on the right side. Keep all your units out of range of the enemy cannons on every turn, or they'll pretty much one-shot gunslingers and doctors. One thing to keep in mind is that the campaign AI seems to be... lenient? In this mission they won't use the factory they own, and they'll only occasionally spawn something out of their saloon so you can actually wittle down their units just by staying alive. If you minimize casualties and save up for a cannon instead of trying to outnumber them, you can take them out as they approach the canyon pretty quickly. -- I'm using Valentine, and my strategy was basically to plug the south bottleneck with the posse you start with, and have a doctor keep them healed (checking the cannon range each turn and moving if needed). When blocking a bottleneck, a chuck wagon is SUPER useful as it lets you rotate units between the wagon and the bottleneck so your enemy always has to face a fresh one. As I said, the enemy won't use their factory so eventually you should be able to hold them back long enough that you'll outnumber them. Then you can move up and capture their first saloon and the factory. Once you're producing your own gyrocopters it's pretty much over, though a couple cannons will help with their tank.
Thank you so much for your help! I'll try this strategy out immediately! UPDATE: It worked! After a dozen tries and 37 rounds of combat, I finally won! Thank you stranger!
Does any one have any helpful tips for chapter 6? Keep failing every time. By the time the werewolves are killed I don't have many men left to fight the rest.
Don't fight the werewolves at all. In fact don't fight anybody at the start, hide at the bottom of the map and let the two factions go at each other.
Just Finished! Epic Game, final half dozen levels were amazing. I learned strange things like biplanes are good at defense and necromancers are the only graveyard troops Doc can heal.
Game is amazing. I do wish there were some QOL additions but nothing major. Like if using all your units an end turn button should appear in the corner of the screen if you want to quickly end the turn. It kind of bothers me personally to keep opening a menu to end my turn. I think I should only open that menu if I need to save / quit. There should be a hot key end turn button in fact to speed things up. Also I really want the heroes to get their own unique sprites besides color swaps. Probably half the time I confuse my hero with the standard unit. If they're a legend they should look different like the name suggests rather than just changing the color of their jacket.. Btw random comment but I also got stumped on level 6 with the werewolves until I figured out you had to just hide in the corner of the map as long as you could until all the werewolves died.
This is a great Advance Wars-inspired strategy game. So many similarities. That said, I agree with what others said before me: if it's possible/worth the effort, making the units more unique per faction might go a long way. The number of times I misclick because the units are just color-shaded slightly differently is annoying. Advance Wars has different looking units for each faction. I realize Advance Wars is from Nintendo, and Mika isn't even close to that size, but it's still something I wish was modified. It's probably my biggest pain point. I also wonder: were Legend powers ever considered? Similar to CO powers in AW, you have a meter that fills up, then you unleash a superpower. I suspect it's a bit too complicated to balance alongside everything else, but maybe not. Not sure what else could be added. Maybe a 'redo' button? Sometimes I unintentionally tell a unit to sit still instead of attacking right after a move. I don't think AW ever had this so I'm not bothered. I don't want an exact 1:1 of AW here, but still, quality of life improvements might go a long way! Another question: any reason why units aren't able to move onto buildings? I'm curious on this decision, as well as 'attacking' buildings to capture them over merely occupying them. I think attacking has its pro's and cons, though coupling it with being unable to walk over buildings makes it... different.
Quick question: I have upgraded McGraw to lvl 40 but his health is still only 100 shouldn't it now be 200 (100 + 100%)?