View Full Version : good strategies
dudesax
12-06-2003, 08:34 PM
hi there
i'm new, and i don't really know that much about strategy, so what are some good strategies to win? Is it just anticipating the next move or acting on mistakes?
Jingleheimer
12-06-2003, 08:40 PM
Well, you could try consulting the I Ching.
Or, in-depth study of Clausewitz.
Or, you could just try playing until you develop your own strategy.
In your case, I recommend the I Ching approach...
ALF_hates_you
12-06-2003, 08:59 PM
my strategy is try to kill cleric. if i can't i usually go for the sides with my assasin, scout and pyros then once i break thru the sides i send in two knights to get into the cleric and any other important units. if i kill the cleric early i just go in for attacks then retreat heal and go back.
Do not use my strategy. its not very good because I too am pretty new to this game, and i especially don't like it when people play the blame game. so don't mess with the facts or i'll bust your cap homeskillet.:eek:
qbsuperstar03
12-08-2003, 10:11 AM
Under no circumstances should you go for the opponent's cleric early on if a Lightning Ward is anywhere nearby. Another trick is to not move the Cleric. That way, you only have to wait 3 turns before you can use him again. It doesn't matter which direction he faces, though, because an attack will always hit.
I bring this up because a Lightning Ward can kill a Pyromancer or a Dark Magic Witch with a single hit. So in general, keep your spellcasters in the wings, where they will be useful later on. On the other hand, you get two Pyromancers. They don't hit very hard, though.
You get three Knights. Use them. Their huge 50 HP, 25 armor, 22 power and 60% side/80% front blocking makes them quite valuable. Use them to bust through the middle of the line. (Power is how much damage an unarmored target would take during a successful hit, and armor is the percent by which that damage is reduced. For example, a Dark Magic Witch with 24 power attacks a Knight. The Knight would take only 18 damage.)
Whether or not you want to use an Enchantress depends on how much you want to piss off the other guy. I've been there, and that's all you need to know.
Scouts and Assassins are able to get behind an opponent in front of them, and they both have unique attack abilities. Assassins hit whatever is in their range, (including any friendly units, so watch it) and a Scout's bow can be very useful in the late game if he survived that long.
Dont bother trying to kill an opponent's Lightning Ward. Barrier Wards are much easier to destroy and can be much more of a nuisance. But if you have the opportunity to destroy it, you will be at a huge advantage if you take advantage of the situation.
I don't know much about golems and dragons and other units available only to Gold members, though.
About movement...Wards are immobile, Scouts and Assassins can move 4 spaces, and everything else can move 3.
Attack ranges...
-Knight: one target, adjacent and orthogonal (horizontal or vertical)
-Dark Magic Witch: 4 targets, 4 squares in a row or column from her position.
-Pyromancer: 5 targets, up to 3 squares from its position (moving orthogonally, as always) and all orthogonally adjacent squares to that square. The square you click on will be the center of his attack, so make sure he doesn't burn himself by not clicking on a square orthogonally adjacent to him.
-Assassin: 4 targets, all orthogonally adjacent to her position.
-Scout: One target, up to 6 squares away from his position.
-Lightning Ward: One target, up to 3 squares away from its position.
-Enchantress: All targets 2 squares or closer to her. The effect lasts until she moves or takes damage.
Clerics and Barrier Wards have unlimited range. Barrier Wards can protect against dark magic, lightning or even healing, but it is vulnerable when it's making a barrier. The barrier goes down when the target moves or the ward takes damage.
Clerics restore 12 HP to all friendly units, including itself.
Hope these tips help anyone who reads them. :D
AzN_GuY
12-10-2003, 09:04 AM
yea.... just a tip i wanna tack on at the end:
If your cleric gets shot, dont heal unless you're gonna keep that scout far away or kill it. observe:
Scout shoots cleric for 18 damage (cleric hp down to 6)
Cleric heals for 12 hp (cleric hp 18) maybe he runs a little...
Scout waits one more turn
Cleric's stuck.... other unit moves
Scout moves a little and shoots cleric for 18 damage (cleric at 0 hp, dies )
Scout laughs
It just happens so often that people heal with their cleric. it's only a good idea if you're planning on getting one last good heal out of your cleric before he dies.
When a Knight is attacking one of your Knights, don't be afraid of using an extra turn to get behind him rather than attacking from the side.
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