You will need a formidable force to defeat those nefarious creatures in the Tournaments, as well as the World Map provinces. Battles get easier if you Research Promotions, Squad Size Upgrades, & Advanced Scouts. Upgrade Barracks/Armories to increase training speed & squad size. Build & upgrade Ancient Wonders that increase health & strength of your troops.
Keep alert for Rangers dropping out of trees. Tread lightly, do not steal honey from bees, and if you can’t intimidate, don’t stress just negotiate.
Here are a few successful battle tactics I’ve learned when competing in the tournaments. I’ve been busy learning farming techniques from the Fairy Guest Race. Haven’t built their Mercenary Camp yet. Who would ever think these tiny winged creatures can fight? But they can if they ride into battle on a bumblebee that has a poison sting. Their Drone Riders are best against light ranged units. Their Blossom Mage is an enchantress and is best using her Fairy magic against heavy melee units. Her magic produces an allergic reaction. Enemy units can't concentrate on fighting if they’re sneezing or itching.
(ELVES) EIXIR TOURNAMENT
Sorceress II (36), Cerberus II (576) & 3 Granite Golems (288 total) vs 6 Bandits (380 each), Drone Rider (190) & Orc General (190)
Units become much stronger when they level up. They become Bud Sorceress, Cerberus II, Granite Golem, Elite Archer, Sword Acrobat & Treant II, III.
I’m starting to like these dwarves. They designed armor for my Golems and now they are Granite Golems with a special ability called Shield Slicer.
They can throw a sharp crystal to slice through the enemy’s armor and lower its protection for 3 rounds.
Have a Sorceress II and a Cerberus II tag along with 3 Granite Golems. The enemy will be concentrating their fire power on the Sorceress and Cerberus, not aware that those boulders on the battlefield will become powerful Golems when they come to life. One hit from Granite Golems takes down all the Light Melee and Light Ranged Units they target on the battlefield.
Golems don’t like Orcs so don’t worry about the Orc General. What you have to worry about is getting them bunched up together. Golems won’t attack if they can’t move or maybe they just don’t want to hit their fellow Golems in the heads with their rocks.
Golem, Sorceress & Treant vs Orc & Cerberus
A Treant’s swipe can make a Cerberus yipe. Make sure your Sorceress casts spells to weaken the enemy’s attacks. A Treant has a Defense Bonus against Light Melee Units but a Sorceress does not so try to keep the Treants in front to protect her.
Archer, Golem, Sorceress & Treant vs 3 Orcs, 2 Swamp Monsters & 1 Thief
Keep your distance from Swamp Monsters, use ranged attacks to subdue the enemy, and have your Sorceress cast spells to weaken the enemy’s attack by -50% for two rounds. If the spells work, the Swamp Monsters won’t inflict any damage on your units.
One Golem can easily take care of the Thief and Orcs (light melee units). Your Archer and Sorceress get an attack bonus against heavy melee. Have them target the Swamp Monsters, and your Sorceress cast the Broken Valor spell on as many enemy units to weaken them as she can, without getting too close. The Orcs will start to come after her. Treants can come to her rescue. Keep them close to protect her.
Finally, a battle I won! The 1 Golem and 2 Treants were great. The Treants were able to maneuver to protect the Archer and Sorceress so they could use their ranged attacks without being in danger. When the Golem finished pelting the Orcs with rocks, he joined in on the ranged attacks against the Swamp Monsters. The Treants surrounded the remaining Swamp Monster, and with a few swipes turned him into a pond creature.
(HUMANS) EIXIR TOURNAMENT
Crossbowmen, Paladin & Priest vs Swamp Monster & Thief
Units become much stronger when they level up. They become Master Crowbowmen, Blessed Paladin, Priest II, Mortar II, Storm Barbarian & Cerberus II.
Keep your distance from Swamp Monsters, use terrain to your advantage (staying behind rocks and trees). Have your Paladin concentrate on getting rid of the Thief. Don’t let the Thief near your Crossbowmen nor your Priest.
Use ranged attacks to subdue the enemy, and have your Priest cast spells to increase incoming damage on the enemy by +40% for two rounds.
If the spells work, the Swamp Monsters won’t inflict any damage on your Crossbowmen and Paladins, in case they get too close for comfort.
NO VALLORIAN GUARDS? NO PROBLEM.
The Vallorian Guards are Heavy Melee Units who can Strike Back. They also can attack one space away and won’t get a retaliation hit unless the enemy unit can strike back. If you do not have any of these lizard warriors in your city, Elves can bring into battle Treants and Humans can take along some Paladins, both of which can strike back, if they’re level 2.
RANGED vs RANGED
If you’re battling Mist Walker IIs, Rangers and Orc Deserters, which are ranged units, it’s always best to bring ranged units into the fray so your troops will not be too badly harmed when they walk away. Your heavy ranged units in dwarven armor dressed, will become powerful Granite Golems after you unlock a dwarven quest.
GOLEM & SORCERESS
Did you know that Golems and Sorceress make a great combination? The Golem is skilled at light melee/ranged & has a 50% defense bonus when defending against light ranged units. When Golems wear their granite armor, they receive a Special Ability: Shield Slicer. A sharp crystal slices the enemy’s armor and lowers protection for 3 rounds.
The Sorceress is skilled at heavy melee/ranged & has a 60% attack & defense bonus against heavy melee; 70% attack & 50% defense bonus against heavy ranged units. A Sorceress can also cast the Broken Valor spell, lowering the enemy’s attack 50% for 2 rounds. But I do not advise bringing a Sorceress into battle when Rangers are on the battlefield. Rangers are lethal when facing Mages & have an 80% attack & defense bonus against them.