Blue Mage
03-31-2005, 04:52 PM
You are going to need a couple of flanking units, damage dealers, defending units, a cleric or two, and maybe a paralyzing unit, and multi unit hitters.
Flanking Units: A flanking unit is a unit that travels far and can hit long range or more than one unit at a time. Flanking units are, Assassins, Beast Riders, Scouts, Golem Ambushers, and Mud Golem, and poison wisp. The assassin is a good flanking unit because she can walk very far and she can hit more than one unit. The beast rider is a good flanking unit because he can walk very far and he can hit two units in a line. The scout is the best flanking unit there is, actually he is the best unit in the game, he is pretty much useless if you don't understand the Scout L.O.S (http://tacticsarena.com/forum/showthread.php?t=4231). The golem ambusher is another good flanking unit but he is useless unless you understand how he attacks. A Mud Golem is a very good flanking unit because he moves very far and your opponent will never know where the mud golem is going to move, plus he can attack more than one unit with mud quake. Another good flanking unit is the poison wisp, he can move very far and like the Mud golem your opponent will never know where he is going.
Damage Dealers: Damage Dealers are units like Knights, Dragons, Lightning Ward, and Dragonspeaker Mage. Knights are the all around unit they are one of the best defending units they have the best blocking except for wards and they have pretty good attacking power. Dragons are a very good power unit, their power is 28 and they attack 3 swuares ahead. Lightning Ward is a unit that cannot move, he can defend against any attack except for magic and dragon attacks. The Dragonspeaker Mage is a very good damage dealer, in its own way, he takes away power from the dragon and gives it to himself and all the pyros you have on your team.
Defending Units: Defending units can really help in a battle, the barrier ward and stone golem and furgon are the best defending units. All the defending units are barrier ward, knight, stone golem, and Furgon. The barrier ward can help when a unit is very low on health and you know that he is going to be attacked next turn. The barrier ward will defend the unit by putting a barrier around that unit. The knight again is the all around unit and has very good defence. The stone golem can really help in a battle too, he has a focus spell that focuses on 4 other units besides the stone golem himself. He gives +30 armour to each of the enchanted units. A Furgon can help as well for many turtles, he can summon shrubs on one side of your formation and you can have other good defending or stoned units on the other side of your formation.
Cleric: He speaks for himself, he heals all of your units by 12 health.
Paralyzing Units: There is only 2 paralyzing units in the game, in ways they are tied in performance. The Frost Golem , and The Enchantress. The enchantress can paralyze more units than the frost golem, but with the enchantress you have a better chance of paralyzing one of your own units. With the frost golem you can only paralyze 1 unit but they can paralyze from 4 squares away.
By the way is this advice isnt that great don't dis me out too bad, JUST TELL ME ITS NOT GOOD!!!!
Flanking Units: A flanking unit is a unit that travels far and can hit long range or more than one unit at a time. Flanking units are, Assassins, Beast Riders, Scouts, Golem Ambushers, and Mud Golem, and poison wisp. The assassin is a good flanking unit because she can walk very far and she can hit more than one unit. The beast rider is a good flanking unit because he can walk very far and he can hit two units in a line. The scout is the best flanking unit there is, actually he is the best unit in the game, he is pretty much useless if you don't understand the Scout L.O.S (http://tacticsarena.com/forum/showthread.php?t=4231). The golem ambusher is another good flanking unit but he is useless unless you understand how he attacks. A Mud Golem is a very good flanking unit because he moves very far and your opponent will never know where the mud golem is going to move, plus he can attack more than one unit with mud quake. Another good flanking unit is the poison wisp, he can move very far and like the Mud golem your opponent will never know where he is going.
Damage Dealers: Damage Dealers are units like Knights, Dragons, Lightning Ward, and Dragonspeaker Mage. Knights are the all around unit they are one of the best defending units they have the best blocking except for wards and they have pretty good attacking power. Dragons are a very good power unit, their power is 28 and they attack 3 swuares ahead. Lightning Ward is a unit that cannot move, he can defend against any attack except for magic and dragon attacks. The Dragonspeaker Mage is a very good damage dealer, in its own way, he takes away power from the dragon and gives it to himself and all the pyros you have on your team.
Defending Units: Defending units can really help in a battle, the barrier ward and stone golem and furgon are the best defending units. All the defending units are barrier ward, knight, stone golem, and Furgon. The barrier ward can help when a unit is very low on health and you know that he is going to be attacked next turn. The barrier ward will defend the unit by putting a barrier around that unit. The knight again is the all around unit and has very good defence. The stone golem can really help in a battle too, he has a focus spell that focuses on 4 other units besides the stone golem himself. He gives +30 armour to each of the enchanted units. A Furgon can help as well for many turtles, he can summon shrubs on one side of your formation and you can have other good defending or stoned units on the other side of your formation.
Cleric: He speaks for himself, he heals all of your units by 12 health.
Paralyzing Units: There is only 2 paralyzing units in the game, in ways they are tied in performance. The Frost Golem , and The Enchantress. The enchantress can paralyze more units than the frost golem, but with the enchantress you have a better chance of paralyzing one of your own units. With the frost golem you can only paralyze 1 unit but they can paralyze from 4 squares away.
By the way is this advice isnt that great don't dis me out too bad, JUST TELL ME ITS NOT GOOD!!!!