View Full Version : Formation help.
pr0t0typ3
04-26-2004, 10:20 PM
Hi, I'm fairly new to the game (Started 5 days ago) and just wanted to see how good/bad this setup is. Any comments are appreciated. Thanks!
http://img9.imageshack.us/img9/1103/Form1.GIF
I would use the other cleric, but I'm not very good with making/using double cleric formations.
The witch on the left kinda bugs me...It always seems to take the first hit from a scout. However, it usually lasts long enough to take out at least one more unit.
Knights are a grey's powerhouse. Almost without exception, the close grey battles I've played have come down to knights against knights. They take a lot of punishment and have a 1 turn recovery rate with 80% blocking. Consider your second pyromancer. 33% blocking, and 30 hp's. 1 ward hit, or 2 knight hits, even with a heal, and that pyro is dead. That's not good for a long battle. Besides, with a power of 15, anything they hit can be almost 100% fixed with 1 heal. Pyros are my suicide units, or a diversionary tactic. I would definately, without a doubt, replace your second pyro with your third knight. Keep the second witch in, but maybe pull her back a square. Use her to bait the scout in a bit farther so you can kill it quickly.
Here's another thought. Assassins have 18 power, low armor, and only a 1 square attack range. They're basically a scout without the long range. They die too easily, and don't hit hard enough. What if you replaced her with your enchantress, and kept the enchantress in the back row until the end of the battle when it comes down to knights on knights. 1 enchantresss counts for at least 1 knight late in the game when the enemy scout is dead. If you use her right she can stop 2 or even 3 if they come to rescue their pieces. If she gets hit you ust reparalyze and you captured another unit, then you heal and nothing but a ward or dragon can kill her in 1 hit. She takes experience to use well, but she's underrated.
Bottle
04-27-2004, 04:36 AM
If you have 2 clerics and 2 witches, I'd definitely include them both and also put in a BW for their protection. Cover them with 3 knights and put in a scout, with a LW in front of one cleric and a kight in front of the other one on the front row, and you have a formation that can deal with marauding enemy knights (use the witches if they get in behind you; enemy knights always block when you don't want them to) and has some decent long-range and melee ability. Try attacking with a DMW by moving her in front of your knights, take a hit, barrier her, then when her recovery is gone attack from where she is, retreat behind the knights again and heal. Be sure to take out the enemy's scout early on, too, as he is adept at breaking the BW's focus or sniping your clerics and witches. In the endgame, very little can defeat 3 knights and 2 clerics, except an enchantress, so keep your scout alive too.
That's what I'd do anyway.
pr0t0typ3
04-27-2004, 01:07 PM
Yeah, I used to use the enchantress in place of the corner witch (behind the assassin). But i just wanted to try this one out.
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