GeneralBenedict
09-26-2004, 09:14 AM
I posted this in general stratagy, but some players thought it should be in the newbie board too, so here it is.
Inspired by Kensai's thread.
Introduction
Every grey formation must have several core units.
These Include:
------------------
1 | Cleric
3 | Knights
1 | Lightning Ward
1 | Scout
------------------
Cleric: The Cleric is an obvious pick for any formation. Look at it this way. At the begining of the game, your opponent must kill X hitpoints to claim victory. Your cleric is the only piece that adds to the pool of hitpoints that your opponet must kill, making it that much more difficult to win. The only formations that will work without clerics are mage bombs and rushes, but it is very hard to build an effective rush or mag bomb with just grey unitws.
Knight: The knight is a greys most powerful piece avalibe and must be included in your formations just for that reason. It has high blocking, armor, and hitpoint, all of which making it very difficult to destory. If you intend to combat very skilled greys and even golds, you must include your three knights in your formation. Lets just put it like this, there is a reason why the knight is not a droped unit.
Lightning Ward: The lightning serves two importent functions in any grey formation. The first is to fend of enemy spellcasters. Any compitent player will usally keep their spellcasters away from your lightning ward, making them waste valauble time maneuvering around it. The second function is to help defend your weak units formation from rushs, mainly your cleric. Almost any piece will die with a lightning blast folowed up by a knight attack.
Scout: The Scout is key piece in any formation and can be vary powerfull if used the right way. The most common uses of the scout are to pick off enemy spellcasters and clerics, as well as to break enemy units focus. Your opponents enchantress will be next to usless as long as you have your scout in a good position.
Well after using those six units, you still have a wide variety of units to choose from. The selection of your final four units will shape the focus and the direction of your strategy.
Final Unit Selection: Without Unit Drops
Now that you have your core six units, you must make an importent choice of the remaining four units.
Options:
------------------
1 | Dark Magic Witch
2 | Pyromancers
1 | Enchantress
1 | Assassin
1 | Barrier Ward
------------------
Dark Magic Witch: The Dark Magic Witch has the highest attack out of all your moveable pieces and is very usfull for taking down high hitpoint units. The downside is that it is very weak and can be killed easily. Without any unit drops, this piece should be included in your formation.
Pyromancer: The Pyromancer is a durable spellcaster with decent hitpoints and blocking. Most players use the Pyromancer to finish off damaged units, attacking from behind a wall of knights. The alternative is to include an assassin, so at this point is it a choice of personal preferance between a fighting unit or a spellcaster.
Enchantress: The Enchantress is a late game piece that can make the differance between victory and defeat. It is best used in conjustion with the barrier ward. Just like the Dark Magic Witch, it is best to use this unit since you do not have any unit drops.
Assassin: The Assassin is a very manuverable unit with decent hitpoints and excelent blocking. Unitwise, it is about equal to the pyromancer in quality, so including whichever unit fits best with your formation.
Barrier Ward: The Barrier Ward's primary function is to protect your weak units. If you plan on including the Dark Magic Witch and/or the Enchantress, put this unit in your formation.
Recomended Choices:
------------------
1 | Enchantress
1 | Barrier Ward
1 | Dark Magic Witch
1 | Pyro\Assassin
------------------
Now if you are in fact lucky enough to have some unit drops, check out the next section for some tips.
Final Unit Selection: With Unit Drops
Without unit drops, most grey formations are pretty standard. With them, a whole new level of stratagy is avalible to you.
Possible Drops:
------------------
1 | Enchantress
1 | Barrier Ward
1 | Pyromancer
1 | Dark Magic Witch
1 | Assassin
1 | Cleric
------------------
At this point you should have decided what catagory you want your formation to fit in. Rather than breaking it down unit by unit, I will give you some general advice on which units to use based on your stratagy.
Turtle: A turtle formation is focused on defense and keeping your own units alive. A very valuable unit in doing this is a second cleric. It allows you to heal with twice the frequancy that you normally do. However, when you incude a second cleric, you decrease the ammount of units that can do damage. As a rule of tumb, always have 5-7 units that can do damage. Any less and your turtle will most likly fail.
Mage Bomb: A mage bomb formation is focused on spellcasters. The idea is to to the most unblockable damage that you can do to an opponent in a short ammount of time. Almost all mage bombs use a good ammount of Dark Magic Witches, ranging from 2-5. If you plan on using a mage bomb, deffinatly include more than one Witch. Pyromancers are sometimes used. Include them if you feel like it fits with the rest of your fomation. More conservative mage bombs may employ a forward placed Barrier Ward to protect their spellcasters, as well as a Cleric to heal them.
Rush: A rush formation makes use of forward placed units to overwhelm the opponent. Spellcasters are rarely included in a rush. A unit commonly included in Grey rushes is the assassin. It has high movment and a low recovery, usefull for killing enemy spellcasters quickly. Also double clerics are sometimes used to support the high ammount of damage that rushing units usally take.
Thanks it!
Again thanks to Kensai for the original idea.
I hope this was helpful.
Check out tacticsfan.com for more stratagy articles and helpful hints.
Inspired by Kensai's thread.
Introduction
Every grey formation must have several core units.
These Include:
------------------
1 | Cleric
3 | Knights
1 | Lightning Ward
1 | Scout
------------------
Cleric: The Cleric is an obvious pick for any formation. Look at it this way. At the begining of the game, your opponent must kill X hitpoints to claim victory. Your cleric is the only piece that adds to the pool of hitpoints that your opponet must kill, making it that much more difficult to win. The only formations that will work without clerics are mage bombs and rushes, but it is very hard to build an effective rush or mag bomb with just grey unitws.
Knight: The knight is a greys most powerful piece avalibe and must be included in your formations just for that reason. It has high blocking, armor, and hitpoint, all of which making it very difficult to destory. If you intend to combat very skilled greys and even golds, you must include your three knights in your formation. Lets just put it like this, there is a reason why the knight is not a droped unit.
Lightning Ward: The lightning serves two importent functions in any grey formation. The first is to fend of enemy spellcasters. Any compitent player will usally keep their spellcasters away from your lightning ward, making them waste valauble time maneuvering around it. The second function is to help defend your weak units formation from rushs, mainly your cleric. Almost any piece will die with a lightning blast folowed up by a knight attack.
Scout: The Scout is key piece in any formation and can be vary powerfull if used the right way. The most common uses of the scout are to pick off enemy spellcasters and clerics, as well as to break enemy units focus. Your opponents enchantress will be next to usless as long as you have your scout in a good position.
Well after using those six units, you still have a wide variety of units to choose from. The selection of your final four units will shape the focus and the direction of your strategy.
Final Unit Selection: Without Unit Drops
Now that you have your core six units, you must make an importent choice of the remaining four units.
Options:
------------------
1 | Dark Magic Witch
2 | Pyromancers
1 | Enchantress
1 | Assassin
1 | Barrier Ward
------------------
Dark Magic Witch: The Dark Magic Witch has the highest attack out of all your moveable pieces and is very usfull for taking down high hitpoint units. The downside is that it is very weak and can be killed easily. Without any unit drops, this piece should be included in your formation.
Pyromancer: The Pyromancer is a durable spellcaster with decent hitpoints and blocking. Most players use the Pyromancer to finish off damaged units, attacking from behind a wall of knights. The alternative is to include an assassin, so at this point is it a choice of personal preferance between a fighting unit or a spellcaster.
Enchantress: The Enchantress is a late game piece that can make the differance between victory and defeat. It is best used in conjustion with the barrier ward. Just like the Dark Magic Witch, it is best to use this unit since you do not have any unit drops.
Assassin: The Assassin is a very manuverable unit with decent hitpoints and excelent blocking. Unitwise, it is about equal to the pyromancer in quality, so including whichever unit fits best with your formation.
Barrier Ward: The Barrier Ward's primary function is to protect your weak units. If you plan on including the Dark Magic Witch and/or the Enchantress, put this unit in your formation.
Recomended Choices:
------------------
1 | Enchantress
1 | Barrier Ward
1 | Dark Magic Witch
1 | Pyro\Assassin
------------------
Now if you are in fact lucky enough to have some unit drops, check out the next section for some tips.
Final Unit Selection: With Unit Drops
Without unit drops, most grey formations are pretty standard. With them, a whole new level of stratagy is avalible to you.
Possible Drops:
------------------
1 | Enchantress
1 | Barrier Ward
1 | Pyromancer
1 | Dark Magic Witch
1 | Assassin
1 | Cleric
------------------
At this point you should have decided what catagory you want your formation to fit in. Rather than breaking it down unit by unit, I will give you some general advice on which units to use based on your stratagy.
Turtle: A turtle formation is focused on defense and keeping your own units alive. A very valuable unit in doing this is a second cleric. It allows you to heal with twice the frequancy that you normally do. However, when you incude a second cleric, you decrease the ammount of units that can do damage. As a rule of tumb, always have 5-7 units that can do damage. Any less and your turtle will most likly fail.
Mage Bomb: A mage bomb formation is focused on spellcasters. The idea is to to the most unblockable damage that you can do to an opponent in a short ammount of time. Almost all mage bombs use a good ammount of Dark Magic Witches, ranging from 2-5. If you plan on using a mage bomb, deffinatly include more than one Witch. Pyromancers are sometimes used. Include them if you feel like it fits with the rest of your fomation. More conservative mage bombs may employ a forward placed Barrier Ward to protect their spellcasters, as well as a Cleric to heal them.
Rush: A rush formation makes use of forward placed units to overwhelm the opponent. Spellcasters are rarely included in a rush. A unit commonly included in Grey rushes is the assassin. It has high movment and a low recovery, usefull for killing enemy spellcasters quickly. Also double clerics are sometimes used to support the high ammount of damage that rushing units usally take.
Thanks it!
Again thanks to Kensai for the original idea.
I hope this was helpful.
Check out tacticsfan.com for more stratagy articles and helpful hints.