Chapter two of Floppy Knights introduced the concept of fliers and hazardous terrain. This came in the form of Behemoths, lava, and falling rocks. Air Assault, the third Challenge in the second layer of the Challenge Zone combines all of these in a race against the clock. From the get-go, it’s quite a daunting task.
Related:Floppy Knights: The No Fun Zone Challenge Guide
Air Assault pits an incredibly fast and damaging force, backed by a bunch of Spawners and a Big Mad, against a slow-moving, squishy, ranged force. It’s just as difficult as it sounds, and with multiple failure conditions, it’s very easy to get overwhelmed. This challenge is all about aggressive movement, target priority, and precision.
To complete this challenge you need to reach an objective in enemy territory, hold it for two turns, and accomplish that within 12 turns. The pressure of the clock is ever-present, but 12 turns are more than enough to get the job done. You can do it with a handful of turns to spare if you go in with some semblance of a plan and use your limited resource to their fullest.
Your deck is incredibly limited in what it can do. Every enemy in this challenge can one-shot every unit you can summon. The only exception? Vera and she is still killed in two hits. This makes movement and positioning the most important element of this deck, and this challenge as a whole. If you are out of line, you will get punished immediately. Mess up enough times, and that’s game over.
Vera is a great commander in regular missions. Why? You can tailor your deck around her healing ability and brute force your way through encounters with relative ease. In Air Assault? Vera struggles. Her healing is useless as all of your units die in one hit, and Vera
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