The Heavies - Overview, Strategies and Tips

Comments

  • Jenng
    Jenng Member Posts: 3,361 ✭✭✭✭✭
    @OneLessTitan

    I truly enjoy your info..... Well organized and extremely detailed. Thank you for sharing your ever growing wisdom with us.
    Jadenwarlock1271OneLessTitan
  • anniesprinkles
    anniesprinkles Member Posts: 268 ✭✭✭✭✭
    @OneLessTitan

    I just wanted to add to the comments how much I (we all) appreciate you providing challenge strategies. I'm usually starting a new thread when I get really stuck on that one challenge that's preventing me from moving up a round. Now I don't have to bother anyone & I can come straight here.

    @Governator even though you saved my butt more then once.

    Thanks
    "A Rott's tough exterior is merely a protective shell that hides a wealth of sensitivity they have within"
    Johnny "Drama" Chase

    GovernatorDoc_HollidaymudpieOneLessTitan
  • crambert_nec
    crambert_nec Member Posts: 1,110 ✭✭✭✭✭
    I like Rosita plus two shooters (bonus points for gold high powered weapons) on Double Trouble. Helps you pick off the fatties quickly. Can't you block some of the spawns by lining up all 3 survivors on the starting line before a spawn?
    Leader of WATCH TOWER RoD
    OneLessTitan
  • ZeroMercy
    ZeroMercy Member Posts: 45
    I'm having troubles with road runner mission. There are just too much z's in the swarm to not get bruised or into a struggle, and constantly putting my troops in the hospital. Currently, missions are only 3 levels above me. Using all hero hunters with wide bore/lethal/crit cause that's all I got. They are all low 3-4 star heroes. I tried adding a bruiser in there as a meat shield, and while it works, the bruiser always gets bruised, and sometimes into a struggle, while my two hunters usually go untouched. Any tips?
  • crambert_nec
    crambert_nec Member Posts: 1,110 ✭✭✭✭✭
    @ZeroMercy I'm not too far yet, but last time this challenge came around I used Abe, hunter, and shooter. The combination of each of their charge attacks should help you out, especially the assault stun charges.
    Leader of WATCH TOWER RoD
    ZeroMercy
  • zeeblack
    zeeblack Member Posts: 1,316 ✭✭✭✭✭
    Hmmm @OneLessTitan thanks for the strategies. I am getting hit in the road runner missions

    Zee Black - SG Woots - Playing since 2015.


  • ZeroMercy
    ZeroMercy Member Posts: 45
    After watching some yt vids for the Road Runner mission, I knew I didn't have the right equipment with traits upgraded yet for certain classes, so I just took an all bruiser team since it's bruiser week, and I have weapons with interrupt on at least 3 of my weapons, and charge point on some. I used overwatch/interrupt , so that I would stun any armored z that was nearby, and used charge stun to take out groups. Also tried not to alert the other z's with noise. In the end, I was at home stretch, and a damn tank got 1 hit off on me, and I got bruised. Otherwise it would have been perfect 3 star.
    Doc_HollidayOneLessTitan
  • Phalanx44
    Phalanx44 Member Posts: 350 ✭✭✭✭✭
    Try taking 2 bruisers and a scout. Once you clear the initial 4 or 5 walkers, move your bruisers to the north path. Easier to avoid getting swarmed. Use your scout to lure the walkers coming from the right, to the south side of the fence, and have them follow your scout the long way around, while your bruisers keep sneaking ahead. Avoid the last wave by spawn blocking 2 of 3 of the map's top spots, stunning the remaining walker if necessary, and your scout should be able to reach the end safely as well.
    Doc_HollidayPig
  • David_H79
    David_H79 Member Posts: 1,788
    Anyone managed Roadrunner at tier 27?
  • bababooey
    bababooey Member Posts: 120 ✭✭✭✭
    I'm stuck at armored compound . Fucking armoureds kick my ass .
    Invader
  • JayZ
    JayZ Member Posts: 3,692 ✭✭✭✭✭
    @OneLessTitan Some additional thoughts/suggestions:

    SWAT
    Bruiser with wide margin weapon (or charging) can be really useful until they start body shotting. I like to: (1) Clear the three zombies on the left, (2) Take my wide margin Bruiser to stun the three armored walkers on the left, (3) Use an Interrupt Scout to stop the the fourth walker, (4) Clear the armored walkers, and then (5) Block spawns from the van and use wide margin to continuously stun the three armored walkers.

    BBQ
    I think it would be helpful for newer players to clarify what you mean by "fake interrupt." Another suggestion on this map is to use Overwatch the first few turns to sneak some hits in before you attract the fatties' attention.

    Double Trouble
    I would reemphasize how valuable Hunters can be in this map. The way walkers spawn and move is really conducive to lining up Hunter attacks. Also, I would note that before any spawn wave, a player should line up a fully charged Hunter at the bottom to clear out that entire row. Even if a player can't do it with their quick move, I think it's fully worth it to use an entire move to do so.

    Armored Compound
    Another map where using Overwatch the first turn or two could help with crowd control (depending on how the zombies spawn).

    Road Runner
    The two strategies I found to be most useful were: (1) threat reduction/interrupt Scout, interrupt Warrior, and wide margin Bruiser until they started body shotting, and (2) Sasha with two Assaults once the body shotting starts (Sasha's ability can ensure that one of my Assaults is charged at all times).

    Getting Burnt
    Same note as Double Trouble. Use Hunters because of narrow passageways and get your Hunter into position to mow down the line of spawns at the bottom. I like bringing a Shooter as well because they can pivot and change directions easily to shoot stray zombies (using their charge attack) that don't line up well for your Hunters.
    Proud member of Mavericks OG, a top 3 global GW and challenge guild.
    Message me on the forums or on Line (ID: jayztwdnml) if you're interested in joining the Mavericks family of guilds.

    Youtube channel: https://www.youtube.com/channel/UCGSePrANMyf_S_YKJyfJodg
    Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium
    anniesprinklesbababooeyOneLessTitan
  • RWS
    RWS Member Posts: 308 ✭✭✭✭✭
    @David_H79 ...I finished RoadRunner 27-1 with 3 bruisers. Used 4 star Negan in the lead, one 8 star bruiser and one 6 star bruiser. Two had Morgans staff.
    David_H79Invader
  • carlos1981
    carlos1981 Member Posts: 345 ✭✭✭✭
    @OneLessTitan - A Huge thanks for this.

    My lvl18 guys got to RSL 22, then Armored Compound and Road Runner got me - Then again, I'm leveling up gear\Camp still so i don't have fully maxed kit for my level 18s yet (A Team, yes, but a few are still in progress.

    @JayZ - I actually cleared a few rounds of BBQ with 100% overwatch! Very lucky, but think that was RSL 20/3, 21/1
  • David_H79
    David_H79 Member Posts: 1,788
    Bump
    Governator
  • zeeblack
    zeeblack Member Posts: 1,316 ✭✭✭✭✭
    edited March 2018
    Hmmm thanks @David_H79 for bumping the thread. Now lets see which level I reach with level 24 survivors

    Zee Black - SG Woots - Playing since 2015.


    David_H79
  • ShadowaceAz
    ShadowaceAz Member Posts: 3,091
    edited March 2018
    Sad to see all the normal mode Distance go away. Some of us still take baby steps. :disappointed:

    Otherwise @OneLessTitan F*ing Brilliant webpage.
    When you had disappeared I was so very much afraid all the info would be lost. I was very excited to see updates. I was throwing links in all the chats I'm in.

    So Thank you, thank you. A million times Thank you!.

    If I can be of any help, ever, please let me know.

    *Wonders who could make an app with the information, like the Skyrim spells app
    Descensus in cuniculi cavum
    Vir prudens non contra ventum mingit
    Concordia

    David_H79OneLessTitanGovernator
  • OneLessTitan
    OneLessTitan Member Posts: 1,259 ✭✭✭✭✭
    edited March 2018
    @ShadowaceAz -- I'd like do to some guides/info for normal distance mode, but I'm still finishing up the ways to make the site more easily upgradeable and trying to create different (and hopefully unique) imaging. Plus I'm on a serious gas budget so I'm trying to work in new content with how I play the game. Unfortunately, that means some info is just outside my range. I could use some information for the rewards for the Normal Mode of the Distance (found at the bottom of the page here); I have some of the rewards, but I have been lazy and haven't found all the rewards, especially the supplies and XP amounts!

    Now that the hard distance versions are done (after about 2 months), I'm pacing myself and just doing the new images/info for each challenge every week; it just gets very difficult for me to keep up with the old versions of the pages, but I will always keep the older guide pages up and linked at the top of each new page. Once we've cycled through all the challenge maps, I can possibly take on some new goals!

    Edit: I'm also trying to do more "blogging" on the site...baby steps...just trying to do a "This Week in NML" thread (aiming for Monday, but I'm often forgetting), that links to each weeks Challenge and Distance Page, along with any other info. I will also be posting any Weekly Event info at 2pm EST every WED...or at least that's the goal.
    SmokeandMirrorskamilowaty
  • Boukephalos
    Boukephalos Member Posts: 261
    Melee teams can be particularly useful in three of these missions:
    1. Armoured Compound: No spawns so you can take your time and defeat them in detail
    2. S.W.A.T.: Even with no threat reduction, the spawns are small in number. There are non-armoured walkers to help charge and the armoured walkers show up in clumps (as do the spawns, most times), which is good for warriors.
    3. Road Runner: Given the large starting population of walkers (many of them armoured), not having to worry about large spawns is very helpful. Fences give opportunities for attacking without being hit back.
  • ShadowaceAz
    ShadowaceAz Member Posts: 3,091

    Melee teams can be particularly useful in three of these missions:

    1. Armoured Compound: No spawns so you can take your time and defeat them in detail
    2. S.W.A.T.: Even with no threat reduction, the spawns are small in number. There are non-armoured walkers to help charge and the armoured walkers show up in clumps (as do the spawns, most times), which is good for warriors.
    3. Road Runner: Given the large starting population of walkers (many of them armoured), not having to worry about large spawns is very helpful. Fences give opportunities for attacking without being hit back.
    All great advice, but what to do when at difficulty 25 with level 20 and 19 peeps? I find it a slow and (well sometimes rather fast) painful death.

    Reminds me of watching the death scene in "Karateci Kız".

    https://youtu.be/rxZXptGpXng
    Descensus in cuniculi cavum
    Vir prudens non contra ventum mingit
    Concordia

  • Boukephalos
    Boukephalos Member Posts: 261
    @ShadowaceAz depends on how much you've been able to buff your toons. And how you use them. My toons are level 19 and I'm still surviving at diff 25. In fact, I'm now using melee for Double Trouble, because my ranged toons were finding themselves attacked from both sides and then the spawn happened right beside them. With melee, even without threat reduction, the spawn is tiny and you don't have to back away from everybody at once.

    Luring walkers so that you're killing one at a time with 2 or three toons is helpful, if you have space and time. Scouts are very useful because you can move them forwards on the first half of their turn, just far enough to aggro a walker, then move them safely back. Lone walker tries to follow, you gang up on it next turn.
  • ShadowaceAz
    ShadowaceAz Member Posts: 3,091
    You've got pinkies.. lots of em, I'll betcha! Haha

    I, like Pinky, have no pinky's.


    Descensus in cuniculi cavum
    Vir prudens non contra ventum mingit
    Concordia

    bigbeano