This strategy also works pretty well as the backbone for newer players who haven't yet had the chance to invest a ton of AP in additional mercenaries (I can confirm since I am in the boat of such players). The main difference is that there there will be a substantial number of "missing" armies once you finish using up the mercs and caches, which must be mitigated. Here's what I've been doing to do so:
- Use a stack of 5 inspire mercenary superpowers on a mid-late game merc camp.
- Making sure to invest in the "medicine refinement", "tell your workers that it's cash" and "hire actual doctors" techs, before clearing most of the board (in addition to upgrading hospitals pretty far).
- Use 5 SAC + 5 FC (preferably superpowered) mid-way through the level. This will also require purchasing a decent portion of the IACP tech tree (which you'll want to do anyway to collect sliding drafts faster at the end).
- Fog-bust the level (again, best via a superpower) to avoid wasting armies exploring.
- Use legendary triple strike, possibly multiple times per level.
The "inspire mercenary superpower" strategy is particularly effective on Hardened Copper Creek Castle since the top two merc camps have almost enough mercs (when multiplied by 10) to clear the entire level, so you really just have to build up enough armies to take either of those camps via the most direct route. Then, you get solid AP to invest in more mercs as well as the legendary triple strike. With +40% additional mercs, I was able to beat Hardened CCC in 1 day (with 5 FC + a few SAC as well - note that the level gives you 5 FC to replace the ones you used) even though I used the superpower on the 3rd largest merc camp; just going directly to one of the top 2 would have been equally fast and provided of armies to make up the difference if you have lower + additional mercs.
Hardened Ursa: Luna should be easily beatable with a single fog-bust, careful planning of conquest routes and noting that the crafter gives effectively infinite money.
Edited 9/7/2021 03:58:16