Kingdom Rush - Level 8: Icewind Pass (Challenge Run)
This is a little challenge I do for figuring out a metagame of a Kingdom Rush multiplayer idea.
The challenge:
*Icewind Pass, Normal, No Stars (or anything like that)
*Cannon budget may not exceed 20% of total budget OR 665G, whichever one becomes lower
I actually failed to NLL because of a Winter Wolf slip among the chaos of the forces of LORD SMOKESCREEN, EMPEROR OF DESTRUCTION. I let that slide because Winter Wolves have a 35G Bounty for the meager 1 Life Penalty because they just plain screech to use archers and soldiers, and the slip only happened because of a misplay. Besides, the whole point of the video is to determine ways to bust Spiders spammage other than to use cannons.
Here's how the multiplayer would roll out:
*Each player would get their own screens that would invisible to the other player. They would have to place towers to try to cover 2 paths, one where the game would send out enemies naturally, and the other where enemies sent by both players move down.
*Players may send a given enemy type for 1/4 of their Bounty rounded up. However, the send will also apply for the originating player too, and if the enemy punches through for them, the Penalty is doubled. Of course, the originating player will gets refunded for each send of their own that they kill.
Similar to Bloons Tower Defense Battles until you catch on to the self-sending system idea. Let's see how things would go:
*Winter Wolf spam would telegraph archer and/or soldier spam because the spammer has to use those to survive the abuse, so by surviving the bloody thing, the defending player can just send Dark Knights, Shadow Archers, and a couple of Marauders. Archers and soldiers lack anti-armor (Musketeers and Barbarians getting rebalanced to have armor half-ignoring would be inefficient, they will still be support at best for that), the Shadow Archers will quickly kill the soldiers, and then the Marauders will make sure that something gets through if the abuser decides to quickly get out a cannon.
*The next concern would be Wizard spam, because all that DPS would add up and fast. Seeing an influx of Marauders? Here is an easy answer: Demon Spawns, Shamans, and Spider Matriarchs. All 3 have Magic DEF, and the Shamans will keep the lot of them healed. The Demon Spawns will explode on the guy's soldiers to kill them quickly, and the Spider Matriarchs will shake off the cannons while delivering an army to the end of the path.
*There is a real worry: an Overcharge 2+ Tesla x104 setup can spam Giant Spiders 'til the cows come home once it is rolling. Overcharge 2 3HKs the Giant Spiders; Overcharge 3 is a 2HK. This makes them simply free money for the setup because they can't get through Tesla's range fast enough. The luxury is that Tesla is expensive enough that an attempt to blitz for it is going to telegraph it, but Giant Spiders are still fast with Magic DEF, so cannons flow well because the Spiders' HP is laughable. Surely, there has to be ways to deal with them without resorting to excessively strong cannon power.
Well, thankfully, there are some things to try out:
*Soldier zones (thanks to Spiders having bad ATK)
*Holy Order 1/0/3 (Healing Light 1, Holy Strike 3) (Holy Strike 3 for 1HK on Giant Spiders, Healing Light for keeping the Paladins alive)
*Musketeer Garrison 0/1 (group control)
*Barbarian Mead Hall 1/0/1 (group control, flood control, and spider control)
So yeah, plenty of things to consider.
Other Videos By Master Knight DH
Other Statistics
Kingdom Rush Statistics For Master Knight DH
At this time, Master Knight DH has 3,950 views for Kingdom Rush spread across 17 videos. About 5 hours worth of Kingdom Rush videos were uploaded to his channel, less than 0.52% of the total video content that Master Knight DH has uploaded to YouTube.


