Kingdom Rush - No Star Challenge - Campaign Level 6: The Citadel
Kingdom Rush is a Tower Defense game by Ironhide Studios, and handled by Armor Games. It's actually playable for free here:
http://www.kingdomrush.com/play.php
There are a couple of things to note:
*Unlike in other TD games, you are heavily restricted in where you can place towers, down to locations called "Strategic Points." I don't think any level has more than 20, but I could be wrong, since I don't have the premium content to check, if anybody can tell me, much appreciated. But anyway, because you have only given locations to place towers, you have to be wiser about kill zone setups.
*Luckily, there is a concept that can really help you: when you build the Barracks building, 3 soldiers will pop up and move onto the road to a given nearby location that can be changed with the Rally command. Each soldier will completely halt 1 creep indefinitely until the melee lock is broken. That happens either by the Rally command being used, or either side's unit dying. Yep, the soldiers have their own HP values, and though they do infinitely respawn, it takes generally 10 seconds, which is still a lot of time. Nevertheless, it can provide much needed momentum for the more TD-standard towers, and they even provide useful contesting against fast enemies, always a plus in my book. Just make sure you don't restrict yourself to them, because there ARE enemy types that will punish you for relying purely on them.
Anyway, what I'm doing is a No Star Challenge. I have completed all 12 levels for it, no lives lost. But the proof is on me to show how it is done. I am doing these videos on Normal Mode. Hard Mode, I can say that the first 6 levels can be NLLed with the same strategies I used if I'm less lax about them. The other 6, I'm a LOT less certain about it.
Level 6: The Citadel
Considering that this is at a castle, it shouldn't be surprising that the baddies are better equipped and organized. You even see some new baddie types who generally amount to punishment for problematic resource management. Luckily, we get Arcane Wizards, who hit baddies hard; and Paladins, who block baddies hard. Arcane Wizards are sluggish, so back them up with good enough crowd control, but set them up right and they'll reward you well. Paladins just plain refuse to die so they can stagger individual foes for a while, but if they do die, they respawn slower than other soldiers, so make sure to organize them well.
The biggest concern for my setup, especially for keeping all 7 Imperial Guard guys alive, is Wave 16. Those Shadow Archers are in the most inconvenient locations ever at that point, namely behind armor guys, including Marauders, who draw fire from the archers. It's so annoying that one flank worth of them warranted a Rain of Fire charge to nuke them.
How ironic that The Juggernaut (yes, the game has bosses) proves infinitely easier. And trust me, he REALLY suffered from one particular thing that later bosses shut out.
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