![]() ![]() There are lots of way to manage health, don't be afraid to use it as a resource. At some point you will fail in an embarrassing way, you need to accept that and keep getting back up. It is gut wrenching, but it is that ability to keep putting yourself out there and pushing your boundaries that leads to growth. You are not playing at truly high level until you have experienced losing you leader trying to grab a few more XP, either lost to a critical or a small mistake. This is what allows us to grow, and also foolishly loose our leaders. More experienced players will look at the fight as a way to gain XP. But you can often trade health/units for XP. New players want to win the battle and save health. One of the biggest issue that faces new players is XP and health. Using spells comes at a cost usually of being able to scout. Also you need to consider your overall strategy. This is where you need to understand you matchup and whether you need them or don't. The question is more about when and where to use you casting points. Spells can have a huge impact but you almost never need to research high tier combat spells. Their impact on tactical cannot be overstated. Whether to use or not use combat spells depends on so many factors. You should have a general idea on how to approach the site. The ability to understand the pre-fight matchup is very important part of the tactical game. Adventurers also have Animal and Monster Slayer vs Baby Shock Serpent, and Watcher. ![]() Halfling Adventurer range is much better then Tigran Cheetah's versus the static shield. For instance Vaults, are easy for Halfling Warlords, and terrible for Tigran Warlords, are more melee focus and have low resistance. This is an area where one is always learning new things. Sometimes matches are obvious and sometimes not. Certain sites are better or worse for different classes. This is the pre-combat analysis on how your strengths and weakness match the AI. Throw Chicken is good, Throw Curse can work if your patient, Berserk are good, and so on. Non-Damage spells and abilities often take two turns. Damage spells often result in aggression after one action. It should be a trigger set only after you have decided on positioning using splits, obstacles and so forth. This action ideally should not be a melee action of you own. Initiation - when The AI is in defense mode you need to perform an action to get them to be aggressive. You can use these disposable units to ensure dangerous targets split when and where you need them to by giving the AI a sure kill only available to your target.Īction Point (AP) Draining - any action you take that is more about reducing an AI unit's action points then doing damage. Split Sacrifice - this is another positioning move, it is often good to have low health disposable units. Once the distance between your two parties is large enough the Phantasm Warrior will choose a side and it will be a split again. Then you can pull back on the Wisps and kill them by range keep your distance. ![]() You have split the Wisps because you draw their aggressive, but you positioned the Phantasm Warrior by forcing the hedge move. The Wisps phase in and often if done right the Phantasm Warrior move and guard towards the center to keep both options available. Moving them together towards the center but separated by enough hexes that the Phantasm Warrior can't hit either but close enough they each remain a target. For example dividing you team into two groups of 3 vs Phantasm Warrior and Wisps. Positioning covers a wide variety of tricks to get the AI to move or act base on the movement of your units. Splitting and Blocking are part of positioning but they are simple and straight forward. Positioning - battle position is different then splitting and blocking. This allows you to use flanks on your next turn and remove the unit quickly. The purpose is usually to position the blocker in the path of a tough target to take the first punch from that target. Your unit is in guard mode waiting to get hit. The AI will (almost) always attack to cause damage. Split - taking one your unit(s) away from your main force to draw aggression from the AI and split AI forces in two (or more) groups.īlocking - position a unit one full move from the AI but still within reach of damage without giving the AI any other targets for melee that round. 3.1 Getting Pure Good alignement quickly (tip by marcuspers). ![]()
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