A) Playing components:
Magic units can usually deal damage and retreat behind physically stronger
units to protect themselves. Sometimes it is better to back a unit away
instead of pressing the attack and trading one of your units for an opponent's.
Often you can attack an enemy and back off to lure him after your retreating
unit to a place where your unit has support and is able to destroy the
The longer units stay alive, the more potential they have for damaging
the opposition. Also, the longer your cleric stays alive, the longer he
can keep restoring health to your team, enabling them to absorb successive
pummelling. Clerics support the whole team and are vital to supporting
either a sustained attack or defense. use your cleric to heal wounds during
the recovery time of various units.
When you try to kill an opposing unit, it is often best to go for one
unit at a time. Use multiple friendly units to overwhelm the single enemy
unit, and this will also spread the retaliating damage between them.
B) Unit playing styles:
Kill your enemy's cleric early on in the game if at all possible. Clerics
will be killed in two hits even if healed once, by scouts, mud golems,
beast riders, golem ambushers, knights, or assassins. Clerics will be
killed in one hit by dark magic witches, dragons, empowered dragonspeaker
mages and pyromancers (if power above 24) , and lightning wards. You should
position your formation to protect you cleric by blocking access to him
and placing units in the way of the enemy's potential line of sight. Using
double clerics can make all the difference for a Grey account player battling
a Gold account one.
Knights are the guys who do all the heavy hitting. Since they have a very
high percentage chance to block, as well as high armour, they are usually
placed at the forefront of one's formation where they can block enemies
from getting to your more vulnerable magic units. When coupled with the
extra armour of a stone golem, or backed by double clerics, knights are
extremely difficult to overcome. If a knight is sent after an enemy's
cleric, there is a high chance of success, so long as you keep healing
and support it with ranged units.
The scout is commonly labelled a key unit in the game. This is due to
his massive range of 6 tiles in a straight line in any movement direction,
by 3 diagonal and all in between. Added to his 4 tile movement range,
he controls the board being able to move large distances and strike from
afar. remember that when you use the scout to attack magic units they
will usually be able to make a retaliatory unblockable hit on him. It
is good to have your cleric prepared to heal during one of the scout's
1 recovery turn after either moving or attacking, or 2 recovery turns
after both moving and attacking.
Scouts have decent front blocking, but can't stand up to repeated hits.
Position your scout to one side of your formation for the best chance
of being able to attack enemy units from the side. With units that can
block, your chances are twice as good when attacking from the sides. The
scout is a classic cleric killer because he can get the job done from
up to six squares away in only 2 attacks wether or not the cleric is healed.