This encounter has been changed. The computer sends raptors, gnoll, rock guy and harpies in the first push then prowler and huntress almost immediately after. I'm level 18 but cannot last more than 1 minute
yes you're right , I kept trying this strategy but kept losing. What worked for me was using Huntress and Bandits anthiyng with stealth works because you won't get blasted from a far distance
Sick of this level, don't understand though...I'm using the exact same deck you recommend here, and copy exactly what you do but my base is destroyed in the first 15 seconds, they do far more damage to my base than they do to yours and my minions are using talents and higher level, apart from the chickens and the tauren. This level was easy as every other faction but as horde it's just terrible.
Same here. My starting hand has my guards buried by at least 2 minis so I can't get the push going correctly. My opening hand is Chickens, Miner, SAFE, Bat Rider then it's Tauren, Pyro, Guards
I like the general advice ... but just a word of advice for viewers who are coming a bit after the video was first published ... I had to really change my army configuration to pass this, even with most of the minis advised having talents. So; - Tirion(17+) - Footmen(19+) - SAFE Pilot(18+) - Prowler(19+) - Pyro(17) - Chickens(15) - Bat Rider(17) --> 17.4 lvl army. Nope. but I used: - Tirion(17+) - Core Hounds(16+) - Harvest Golem(17+) - Prowler(19+) - Pyro(17) - Chickens(15) - Tidehunters(18+) --> 17.0 lvl army. Yay, first go. the lvl#+ means a talent was used. I only played Tirion once after the switch and no times with the first comp. So, even though the advised army was higher lvl, it was almost impossible to pass, tried like 5 times (and more, but not recently) and didn't even scratch Lunaclaw while sticking close to OG's plan and with the ideal minis in opening hand. Also of note, I've passed all the other Darkshore levels and even three in the next area (Thousand Needles) ... this level has been a nightmare. Takeaway: OG's advice is great but be ready to improvise and switch up minis, especially when considering some of the changes since this was first published (e.g. SAFE Pilot is not that OP anymore). On to pass it with the other factions ...
The fight is fairly easy with your levels even without talents. I gave it a try to see if something has changed, and did it with a slightly lower level recommended army without talents in two attempts. Safe Pilot has obviously lost some power, so there could be a better overall comp for the fight now.
@@OldGuardian Thanks for the reply ... I just couldn't get the tower on the right in one attempt with the original comp. I might have been paying too much attention to minis coming to my base, and maybe could have left the base to fend for itself. Anyway, this is the first Heroic I've really struggled with, maybe it doesn't fit my play style or maybe I'm just not good enough, but I've been able to pass most others with ease (almost done Thousand Needles and have started with Lordaeron). Thanks for the work you've put into this series, has been a great help!
@@bartvanhoof6278The bridge is the key. When your ranged minis go over the bridge towards the right tower, they shoot down at any minis approaching your base through the middle. So, right at the start you mostly need to defend the left side, maybe one unit to the middle path at most.
@@bartvanhoof6278That said, I may need to redo some of these guides that have Safe Pilot in them. The nerf basically took one level away from Safe Pilot, so it still works the same if it is a level higher, but there might be something better available now.
For non-AOE bosses, chicken is a must have. you need a swamp non-AOE bosses, chicken and Necromancer with Cult of the Damned are the main forces you need. You dont even need tank Minis. Just get some range as support units. Huntress is the only issue, so kill her fast. That's all.
Hey, Old Guardian. Just a quick question. I noticed today that arclight surge is way harder than before. My deck lvl is 17 and the units i fight against are 18. That never happened before. They used to always be 1-2 levels lower than me. Any idea why? (the plaguelands sapper arclight surge)
Surge difficulty is the same as quest difficulty and it changes per leader as you win matches. If you change to a different leader or lose some matches, the difficulty will go down.
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This encounter has been changed. The computer sends raptors, gnoll, rock guy and harpies in the first push then prowler and huntress almost immediately after. I'm level 18 but cannot last more than 1 minute
Git gud
yes you're right , I kept trying this strategy but kept losing. What worked for me was using Huntress and Bandits anthiyng with stealth works because you won't get blasted from a far distance
great guide as always. This fight was much easier than “Murkdeep” for me.
I'm at the same point as you now so can't wait to watch this. Beat it 3 times already but struggling with horde.
Sick of this level, don't understand though...I'm using the exact same deck you recommend here, and copy exactly what you do but my base is destroyed in the first 15 seconds, they do far more damage to my base than they do to yours and my minions are using talents and higher level, apart from the chickens and the tauren. This level was easy as every other faction but as horde it's just terrible.
Same here. My starting hand has my guards buried by at least 2 minis so I can't get the push going correctly.
My opening hand is Chickens, Miner, SAFE, Bat Rider then it's Tauren, Pyro, Guards
@@BeardecCanadian same, it's impossible for me
This map alone is making me want to quit this game. There's challenging and then there's frustration
I can't beat it ughhhh
so simple and elegant, much better than the blood bath i encountered😂
I like the general advice ... but just a word of advice for viewers who are coming a bit after the video was first published ... I had to really change my army configuration to pass this, even with most of the minis advised having talents. So;
- Tirion(17+) - Footmen(19+) - SAFE Pilot(18+) - Prowler(19+) - Pyro(17) - Chickens(15) - Bat Rider(17) --> 17.4 lvl army. Nope.
but I used:
- Tirion(17+) - Core Hounds(16+) - Harvest Golem(17+) - Prowler(19+) - Pyro(17) - Chickens(15) - Tidehunters(18+) --> 17.0 lvl army. Yay, first go.
the lvl#+ means a talent was used. I only played Tirion once after the switch and no times with the first comp.
So, even though the advised army was higher lvl, it was almost impossible to pass, tried like 5 times (and more, but not recently) and didn't even scratch Lunaclaw while sticking close to OG's plan and with the ideal minis in opening hand. Also of note, I've passed all the other Darkshore levels and even three in the next area (Thousand Needles) ... this level has been a nightmare.
Takeaway: OG's advice is great but be ready to improvise and switch up minis, especially when considering some of the changes since this was first published (e.g. SAFE Pilot is not that OP anymore).
On to pass it with the other factions ...
The fight is fairly easy with your levels even without talents. I gave it a try to see if something has changed, and did it with a slightly lower level recommended army without talents in two attempts. Safe Pilot has obviously lost some power, so there could be a better overall comp for the fight now.
@@OldGuardian Thanks for the reply ... I just couldn't get the tower on the right in one attempt with the original comp. I might have been paying too much attention to minis coming to my base, and maybe could have left the base to fend for itself.
Anyway, this is the first Heroic I've really struggled with, maybe it doesn't fit my play style or maybe I'm just not good enough, but I've been able to pass most others with ease (almost done Thousand Needles and have started with Lordaeron).
Thanks for the work you've put into this series, has been a great help!
@@bartvanhoof6278The bridge is the key. When your ranged minis go over the bridge towards the right tower, they shoot down at any minis approaching your base through the middle. So, right at the start you mostly need to defend the left side, maybe one unit to the middle path at most.
@@bartvanhoof6278That said, I may need to redo some of these guides that have Safe Pilot in them. The nerf basically took one level away from Safe Pilot, so it still works the same if it is a level higher, but there might be something better available now.
This works great. Two out of five done already.
For non-AOE bosses, chicken is a must have. you need a swamp non-AOE bosses, chicken and Necromancer with Cult of the Damned are the main forces you need. You dont even need tank Minis. Just get some range as support units. Huntress is the only issue, so kill her fast. That's all.
Hey, Old Guardian. Just a quick question. I noticed today that arclight surge is way harder than before. My deck lvl is 17 and the units i fight against are 18. That never happened before. They used to always be 1-2 levels lower than me. Any idea why? (the plaguelands sapper arclight surge)
Surge difficulty is the same as quest difficulty and it changes per leader as you win matches. If you change to a different leader or lose some matches, the difficulty will go down.
@@OldGuardian thanks a lot. I thought you mentioned something about this, but i thought the difficulty gets reset every day.