Glorious Companions

Glorious Companions

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Scarres Race 101
By antek
With this guide you’ll learn the basics of the Scarres gameplay and their units selection. Each race in Glorious Companions has 5 unit archetypes with varying degrees of starting “power” and different predispositions towards certain roles. We’ll explore those in regards to the newest addition to the game - the red lizardmen.
Although it’s aimed at the Scarres race, you still might find some useful info or tactics that can be used with a Valrenay battlecrew.
   
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Vengeance - Scarres Resource
The way that Scarres generate their resource is a crucial part to winning battles with them. Contrary to how the Valrenay work, most Scarre units start each battle with 0 Vengeance and gain it throughout the battle, when nearby allies receive damage or die.

It’s important to note that the unit receiving damage will not gain Vengeance, only allies that stand close to it. Due to this Scarre units left stranded from the rest of their group will have a tough time without a way to generate any resource.
Acolyte
Acolytes are tier-1 Scarre units, which means that they’re the cheapest and easiest to come by. Also theoretically they’re the weakest when it comes to a direct conflict, although it’s not where their strength lies.

Here are the base stats that each Acolyte starts with at level 1:

STR
AGI
DEF
MND
SPD
AP
HP
Res
ResMax
6
9
7
10
5
10
50
0
40

As you can probably already tell she’s not the greatest fit for hand-to-hand combat, although she could be trained into a ranged unit due to quite high starting Agility.
Anyhow, she best serves the role of a supporting unit due to her special abilities. We’ll talk here about the current state in the game, although for the full version there are more skills planned for each unit.

Just Making Sure
Martyr
Delayed Heal Bomb
Unlucky
Discharge
Spammable heal with a really short range and 1 turn cooldown.
Transfers part of the damage received from the target to the caster.
Heals all allies around target enemy unit after a turn of delay.
A debuff that increases crit chance in the received attacks.
Removes all effects on target unit and silences it for the next turn.

While Acolytes don’t have any abilities to directly deal damage to enemy party, they have a plethora of indirect ways to sway the battle in their favor. ‘Just Making Sure’ is a great way to keep your Captain alive, and if you manage to train a more bulky Acolyte, ‘Martyr’ might be another way to protect your VIPs.
Scarrling
Scarrlings, the tier-2 Scarre units, are very mobile and agile rouges. They could be described as glass-cannons as they’re pretty easy to kill due to their low base Defence and HP. They need to rely on their Agility to dodge incoming attacks and try to keep out of the enemy heavy-hitters’ range.

Here are the base stats that each Scarrling starts with at level 1:

STR
AGI
DEF
MND
SPD
AP
HP
Res
ResMax
8
12
6
7
5
12
45
0
25

While their base stats make them great ranged units, they also can be trained into melee, mobile assassins.

Let’s see what abilities they’re able to learn in the current version:

Leap
Camouflage
Poisonous Dart
Blinding Dart
Their signature skill - a jump that they can use to get onto the enemy's backlines or disengage from the fight.
Increases Dodge against ranged attacks from a certain distance.
Deals slight physical damage and poisons the target.
Deals magic damage and applies a debuff that reduces the target's accuracy.

With their set of abilities Scarrlings are ideal for taking out high-threat enemy units. However it’s a tough order to balance how close to keep them to your group. Too close and they won’t be able to reach certain enemy units. Too far and they won’t be able to generate Vengeance and thus use their abilities.
Warlord
The tier-3 Scarre units are your perfect bruisers, with lots of HP and Strength to keep the enemy frontliners busy.

Here are the base stats that each Warlord starts with at level 1:

STR
AGI
DEF
MND
SPD
AP
HP
Res
ResMax
13
7
10
5
4
9
80
0
30

While it’s possible to make a Warlord archer it’s worth remembering that the level up costs for each stat keep rising the further you upgrade them. So while it is possible, it’d be much quicker and cheaper to have a Scarrling archer, and let the Warlords do what they’re best at. And that is melee combat. The biggest problem here is their low base Speed and AP, and while Speed cannot be changed, you’ll probably want to use the first few Learning Points you get to upgrade your Warlord’s AP to at least be able to attack twice during a turn.

Let’s see what abilities they’re able to learn in the current version:

Master Deflector
Corpse Eater
Got Your Back
Furious Charge
Rage Burst
A passive ability that lets him parry ranged attacks.
Eats a fellow Scarre’s dead body to replenish HP.
Strikes back with his tail when attacked from behind.
Charges towards the chosen target, dealing damage to all units that he passes through.
Replenishes Vengeance and reduces damage output towards him for nearby enemies.

Thanks to the ‘Master Deflector’ passive, Warlord is the perfect warrior to wield 2-handed weapons, such as the Halberd or the Claymore, as he won’t be an easy target for enemy archers. While not as mobile as the Scarrling, he is also a viable diver that can reach enemy backlines thanks to his ‘Furious Charge’ ability. And, unlike the Scarrling, he is more than capable of handling a few opponents in melee combat.
Shamaness
The Shamaness, tier-4 Scarre unit, might be the most tricky one to play, and at the same time the most dangerous. As with the Acolyte her true power lies in her abilities, not in her base stats or ability to swing a sword.

Here are the base stats that each Shamaness starts with at level 1:

STR
AGI
DEF
MND
SPD
AP
HP
Res
ResMax
10
9
8
12
5
10
60
25
50

As you can see, she might be deployed as a melee warrior or a ranged unit, though she’s mediocre at both of those roles. To truly control the battlefield with her magic she’ll need some AP and MND upgrades.

Let’s see what abilities they’re able to learn in the current version:

Power Drain
Whispers
Mind Burglary
Delayed Outburst
Mind Borrow
Deals damage to an ally to replenish Vengeance and gain a buff that doubles her Mind attribute.
Applies Fear to target enemy unit, if successful it’ll cause the unit to run away and lose its next turn.
Applies a debuff to target enemy unit that increases the damage received.
Similar to Acolyte’s ‘Delayed Heal Bomb’, but instead of healing allies it deals magic damage to enemies.
The most intricate of her abilities. Powerful nuke that deals magic damage based on the caster’s and selected ally’s Mind stats.

Shamanesses are a great counter against tanky units, as the magic damage they deal isn’t blocked by the target’s armor and instead of DEF based reduction it relies on the target’s MND stat (which most of the bulkier guys don’t have much of). However their combos are not that straight-forward to pull off and will certainly require some careful planning and thinking ahead of time.
Avenger
Last, but definitely not least, we have the tier-5 Scarre unit, the Avenger. On the battlefield he’s a pure beast, hard to take down due to his regenerative powers and high base HP / DEF, and he also packs a punch when he finally gets close to the enemy lines.

Here are the base stats that each Avenger starts with at level 1:

STR
AGI
DEF
MND
SPD
AP
HP
Res
ResMax
12
6
14
6
4
10
100
20
40

As mentioned before, Avengers are very tanky when it comes to physical damage, though they might get picked off with magic damage due to their low Mind attribute. Their equipment of choice is a hand weapon coupled with a big ass shield.

Let’s see what abilities they’re able to learn in the current version:

Ancient Blood
Claw Strike
Fire Breath
Dragon Plague
Passive ability that regenerates % of missing health at the beginning of each turn.
Powerful melee attack that pushes the target away.
AoE magic attack that sets enemies on fire.
Powerful spell that sets the target on fire and deals magic damage, if there’s another nearby enemy at the end of its turn, the Dragon Plague will jump to them, and so on until it’s out of charges.

While he’s not very mobile, it’s not that hard to slowly, but surely get him to the middle of a battle. Especially if you field him with a group of orbiting Acolytes that are ‘just making sure’ that he stays alive until he reaches the enemy group. And when he’s finally in place, he becomes an unstoppable force that wrecks havoc among the enemy units.
Starting the Campaign / Example Builds
Your first choice will be the Captain for your mercenary company. You’ll be able to choose from all Scarre units, except for the Avenger. It’s worth considering the Captain Call that your character will bring into your company, it might heavily impact the tactic you’ll use to win battles, and thus the general battlecrew composition you’ll be going towards.

I’ve prepared some example builds for each available Scarre Captain unit, although definitely there are some better compositions, or tactics more compatible with your personal style. Anyhow, let’s get into this.
Acolyte Captain
Captain units, the ones that you create at the beginning of the game, have quite different base attributes than the mercenaries available throughout the game. That is due to the balance aspect, as well as to differentiate them from the other troops.

Bare in mind that Acolyte captain will not be the best fighters and, while bulkier than a Scarrling they’ll still be an easy target. With this character you’ll need to pay more attention to the enemy unit positions and attack ranges.

STR
AGI
DEF
MND
SPD
AP
HP
Res
ResMax
8
8
9
10
5
11
50
20
40
-
-
+1
+4
-
+3
+4
-
+2

All this will cost 19 Learning Points, which means that it’s a build meant for a character around Level 10. First off I’d advise getting your AP to 12 and upgrade it as you equip her with better armor, to keep it at 12 after the armor’s penalty.

Equipment: Throwing Dagger / Heater Shield

Armor: Fur Armor -> Chain Armor -> Scale Armor

Abilities: Just Making Sure, Unlucky, Discharge

It’s important to teach her Just Making Sure as soon as you find an Acolyte training facility. After that it’s best to keep her in second line, eating up Vengeance as your frontliners get hit, healing them from behind and attacking from a safe position.

Battlecrew
With an Acolyte captain you’ll need a solid and tanky frontline that will be able to cover her from enemy attacks.

Scarrling Warrior: Hammer, Moon Shield, Chain Armor | Leap | STR++, DEF+, AP+, HP++
Scarrling Rouge: Short Bow, Leather Armor | STR+, AGI++, AP+++
Warlord Bruiser: Claymore, Scale Armor | Master Deflector, Furious Charge | STR++, DEF+, AP++, HP+
Warlord Tank: Mace, Heater Shield, Plate Armor | Corpse Eater | STR+, DEF++, AP++, HP+

With this base setup you can either go for a dedicated tank (Avenger) or more damage dealers (Scarrling / Shamaness). If you need more healing then invest in another Acolyte and teach her Delayed Healing Bomb.
Scarrling Captain
With a Scarrling captain you’ll have an ever harder time keeping him alive than an Acolyte, although he’s more fitted to be a ranged unit, so it might be easier to keep him at a safe distance from the enemy units. You’ll always want to stay out of your opponent's melee zones, as two well aimed hits might quickly put your Scarrling to sleep.

STR
AGI
DEF
MND
SPD
AP
HP
Res
ResMax
7
12
7
8
5
12
45
0
40
-
+3
-
-
-
+6
+3
-
-

All this will cost 19 Learning Points, which means that it’s a build meant for a character around Level 10. Getting to 18 AP is crucial for this build to work well, with that you’ll be able to either shoot two times with an Anderian Bow or shoot two times and reload a Musket in a single turn.

Equipment: Musket

Armor: Fur Armor or no armor to maximise the Dodge chance

Abilities: Leap, Camouflage, Poisonous Dart

Learning Leap and Camouflage will increase your survival capabilities, while a DoT ability is always a good option to keep at hand.

Battlecrew
With a Scarrling captain you’ll preferably want to build something that I’d call a dive-team, filled with units that can quickly cover long distances and reach the enemy’s backline. Scarrling’s Captain Call is a perfect combination with that, enabling you to kill off most of the enemy forces in a well-timed charge. However it’s worth remembering that while on cooldown it won’t give him the protection against melee strikes.

Scarrling Warrior 1: Hammer, Moon Shield, Chain Armor | Leap | STR++, DEF+, AP+, HP++
Scarrling Warrior 2: Scimitar, Moon Shield, Leather Armor | Leap, Poisonous Dart, Blinding Dart | STR+, DEF+, AP++, HP++
Warlord Bruiser 1: Claymore, Scale Armor | Master Deflector, Furious Charge | STR++, DEF+, AP++, HP+
Warlord Bruiser 2: Polearm, Chain Armor | Master Deflector, Furious Charge | STR++, DEF+, AP++, HP+

After that you can either go for some ranged units to get your enemies low enough before the final charge, or for some supporting Acolytes to help your divers.
Warlord Captain
Going with a Warlord captain will grant you the smoothest beginning, as he is pretty bulky from the get go. You won’t have to fret that a single critical hit will take him out due to bad positioning, although keep in mind that at the first few levels and without proper armor he might fall quicker than you think.

STR
AGI
DEF
MND
SPD
AP
HP
Res
ResMax
12
6
9
5
4
10
65
0
30
+2
-
+3
-
-
+3
+5
-
-

All this will cost 19 Learning Points, which means that it’s a build meant for a character around Level 10. Keep in mind your armor’s AP penalty to always be able to attack twice with your current weapon in a single turn.

Equipment: Mace / Teardrop Shield
Armor: Chain Armor -> Scale Armor -> Plate Armor
Abilities: Corpse Eater, Furious Charge, Rage Burst

Corpse Eater and Rage Burst should give you enough defensive boost and sustain to survive through even toughest encounters.

Battlecrew
You’ll want to pair up your Warlord with some ranged DPS and some support in the form of Acolytes. You’ll want to keep your group tight and have some other units on both sides of your Captain, as even the tankiest warriors will fall easily when surrounded by enemies.

Scarrling Rogue: Javelin, Moon Shield, Chain Armor | Leap, Poisonous Dart, Blinding Dart | STR+, DEF+, AP+, HP++
Acolyte Support 1: Short Sword, Moon Shield, Chain Armor | Just Making Sure, Martyr | STR+, DEF+, MND+, AP+, HP+
Acolyte Support 2: Throwing Dagger, Moon Shield, Leather Armor | Just Making Sure, Delayed Heal Bomb | AGI+, DEF+, AP++, HP+
Shamaness DPS: Short Bow, Fur Armor | Power Drain, Mind Burglary, Whispers

With a base like that you can either improve your frontline by recruiting more Warlords, train more ranged Scarrlings or invest in a Shamaness with Mind Borrow.
Shamaness Captain
Shamaness captain might be the most powerful start, although she requires some time before becoming really lethal.

STR
AGI
DEF
MND
SPD
AP
HP
Res
ResMax
10
7
7
12
4
10
50
20
40
-
-
+1
+6
-
+3
-
-
+4

All this will cost 20 Learning Points, which means that it’s a build meant for a character around Level 10. Maxing your Mind to 18 in total will grant you immense power on the battlefield, although it’ll be of no use if you don’t learn any abilities.

Equipment: Hammer / Wooden Shield

Armor: Chain Armor

Abilities: Whispers, Power Drain, Mind Borrow

Mind Borrow is definitely the most powerful of her spells, but it requires a bit of setup to be used to its best. Whispers will grant you immediate utility and might save your captain’s life a few times.

Battlecrew
To fully utilize your Shamaness you’ll require a ‘transmitter’ unit with a high Mind attribute, as well as someone bulky enough to withstand being power drained.

Scarrling Warrior: Hammer, Moon Shield, Chain Armor | Leap | STR++, DEF+, AP+, HP++
Scarrling Rouge: Short Bow, Leather Armor | STR+, AGI++, AP+++
Acolyte Transmitter: Throwing Dagger, Wooden Shield, Fur Armor | Just Making Sure | AGI+, MND+++, AP+, HP+
Avenger Vessel: Mace, Tierdrop Shield, Plate Armor | Ancient Blood, Claw Strike | STR+, DEF+, AP+, HP+++

After that you might train a much better, although more expensive transmitter in the form of another Shamaness with Power Drain and Mind Burglary. If you’d have her the proper combo would look something like this: you use both Power Drains on your Avenger, you heal him up with your Acolyte, your transmitter Shamaness casts Mind Burglary on your target, and then you finalize it all with a Mind Borrow through your transmitter to deal 100+ magic damage.