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    Your Elvenar Team

Mykans Guide - Fighting guide

DeletedUser3707

Guest
:eek:It's all good to read but I am in a real bind, My territory is huge and I am outclassed and out gunned in battle. The result is I have to negotiate, which is costly o_O

Hey Lucy! Get a headset so you can do a voice convo with me and I will try to explain. It has to be over Arendyll.
 

DeletedUser4843

Guest
Is the Mercenary Camp worth building? Seems to be a repeat of what we already have.
 

Mykan

Well-Known Member
Is the Mercenary Camp worth building? Seems to be a repeat of what we already have.
it will be worth building as the troops specialise in different areas. For example an elf the blossom mage and valorian guard have longer range than your normal troops. You may however choose to hold on building this until the S&D chapter where you get valorian guard and the blossom mage promotion.

The idea behind the training grounds and merc camp is to fill in gaps for the basic races military units. If you are not experiencing any issues or gaps with your troops then you can ignore them until you do.
 

DeletedUser3707

Guest
Mykan,
I am just about to finish the Dwarves Chapter. Is everything we're been using for battles thrown out when starting the Fairies Chapter and beyond? I fear I need some new tips on battles. lol
 

Mykan

Well-Known Member
I have a town in Chapter 10 that only has a barracks and no training ground or mercenary camp and it still succeeds in battle. The combat system revolves mostly around unit type not the individual unit so you can succeed with the same troops as always.

That said as your technology improves some of the new troop options may grant you better successes. A good example early on is cerberus verse abbots. The sword dancer and axe barbarian will still work well but the cerberus is a specialist and in 1 unit type verse 1 unit type will do better against the abbots. Similarly some of the other "new" troops will find specialist spots to increase your effectiveness.

When to start trying the alternate options is tricky as it will vary based on your current troop technology (1, II or III) verse the alternate troop level technology. A level 3 of your main troop is likely better than a level I of the alternate but if you are comparing level I to II or II to III you may find the alternate choices performing in a comparable or better fashion.

Hopefully that is not too confusing to understand.
 

Manderley

Member
I am stuck trying to win provinces. After a scout completes his job, I am surprised to find an ORC as part of my necessary negotiation...and the size of my enemy squads are at least triple what mine are! My fellowship members are saying I'm caught in "the goldilocks area". What on earth does that mean? What can I do? I need to win some expansions but am unable to! HELP!


Manderley of Rivendell, Dark Crystal
 

Manderley

Member
Thank you both Gentlemen!!!!!!! You know what I'm going to say, lol "Bull....". This is so unfair!!!!!!! It's still difficult to do battle against 8 fighter and we only get 5 fighter. Rubish!!!


~I feel the same way! I have been anxiously awaiting the day when I will have more than five...only to read now that this is never going to happen!! Arrrgghhhh! Boo, Hiss. Etcetera, etcetera.
 

Mykan

Well-Known Member
I am stuck trying to win provinces. After a scout completes his job, I am surprised to find an ORC as part of my necessary negotiation...and the size of my enemy squads are at least triple what mine are! My fellowship members are saying I'm caught in "the goldilocks area". What on earth does that mean? What can I do? I need to win some expansions but am unable to! HELP!


Manderley of Rivendell, Dark Crystal
I would assume you are in a chapter before chapter 8 which is where you unlock orcs (the resource). There is a new glossary section to the guide which mentions terms like goldilocks zone.

With squad sizes triple yours you are a long way out of the goldilocks zone (where combat is possible so enemy is less than double you). Basically you are stuck until your technology catches up to your exploration.
 

Manderley

Member
I would assume you are in a chapter before chapter 8 which is where you unlock orcs (the resource). There is a new glossary section to the guide which mentions terms like goldilocks zone.

With squad sizes triple yours you are a long way out of the goldilocks zone (where combat is possible so enemy is less than double you). Basically you are stuck until your technology catches up to your exploration.

Arrrggghhhh bad news, but thanks so much for your response. I will try to be patient!

~M
 

Mykan

Well-Known Member
Arrrggghhhh bad news, but thanks so much for your response. I will try to be patient!

~M
If you stop scouting now, by the time your techs catch up there is a chance that combat will be possible but I can't promise that. The orc negotiation barrier kicks in at a point where your province exploration is closer to wood elves so a whole era further out than the tech will be at, see table below for estimate.

 

Manderley

Member
If you stop scouting now, by the time your techs catch up there is a chance that combat will be possible but I can't promise that. The orc negotiation barrier kicks in at a point where your province exploration is closer to wood elves so a whole era further out than the tech will be at, see table below for estimate.

Thanks again for your time and wisdom, Mykan. I am desperate for expansions, and they are few and far between in the techs. My only other choice is to buy them with diamonds at $50 a pop, and each expansion can only hold one or maybe two residences. So frustrating. I want to plow ahead but certainly can't. :(
 

Nixster

New Member
I am trying manual fighting for the first time. I am beginning to understand moving back and forth and protecting bowmen behind stronger treants and golems, but I can't figure out how to make them attack. Sometimes I must hit the right button, but most of the time I get slaughtered becuase it takes me too long to figure out what I did last time. What am I missing?
 

DeletedUser8779

Guest
I am trying manual fighting for the first time. I am beginning to understand moving back and forth and protecting bowmen behind stronger treants and golems, but I can't figure out how to make them attack. Sometimes I must hit the right button, but most of the time I get slaughtered becuase it takes me too long to figure out what I did last time. What am I missing?
I ran into something similar and it turned out to be as simple as cursor placement. In my case, my Archers have an attack range of 4 (that may be standard, but I'm not sure). What I've done, with good effect, is to move'em 4 hexes from my target and then hover over the target's HEX, sort of at its feet, NOT the pic of the target itself. You'll soon see a bow and arrow appear there and voila! Click and it gets poked. (With my 'puter, all of 980 years old, it may take a second or two for the bow and arrow to appear - you may or may not have better results.) Happy Hunting!
 

Nimbrethil

Active Member
Thank you for the great information on fighting. But I still don't understand how you make them fight. I only have Sword dancers and Archers. The quest I am on said that I have to win 5 fights. Well needless to said that I lost my first only fight so far. Because I do not know what I am doing. GolddustMisty
You make them fight by clicking on an enemy target. When you hover your mouse over a target you should see a red marker which is a bow for archers and a sword for sword dancers. When you get this you click the target and they attack. If you are within range you will attack and if you need to move to be in range you will move and attack. If you are not in range you will see a yellow line and the hex on the combat map will light up showing you the range of movement you have. At the bottom left you have 3 buttons. The one of top is end turn, the two on the left are surrender on the bottom (a white flag) and on top is a sword icon to end fight automatically. If you do not want to move the entire range possible then click on the map hex you want to move to then click your unit again to end his turn. If within range you can attack by clicking on the enemy unit.

You need to work out if your troops are the right ones for the enemy. Each troop type has 2 unit types that they are strong against and they are evenly matched against their own type. Sword dancers are light melee and archers are light range. The archers are good against heavy melee and mages. To find out the unit type you are attacking then hover over the enemy unit and it will tell you. Before you attack anyone you can see how your troops will go. When you are at the screen where it tells you to choose your troops. You can hover over your unit and it will show you a graphic over the enemy unit if they have a strong attack against it. If they do not you will see nothing.

For instance if the enemy is heavy melee and mages and you hover your mouse over your archer you will see a big fist on the heavy melee enemy and a sort of sparkler over the mage types but any other troops will show nothing. Your sword dancer is light melee so they are strong against mages and light range (archers).

The other factors you need to consider is squad size. This is also shown on the choose units screen. if your squad size is less than the enemy then it will be difficult. if they are double your size do not attempt a battle. Archers can shoot at a distance so keep them moving to make sure they are not in attack range of the melee units. Melee units must be right next to the unit they are attacking so they cannot avoid being attacked. Archers have a range of attack which helps them avoid the return attack that melee units do.

Fighting takes a lot of practice. Winning against higher odds is hard work.
 

Mykan

Well-Known Member
Unit comparisons
With 3 types of production buildings and different troops in each building you can be overwhelmed with all of the units and which one to take when. Below is a comparison of the units and some differences between them. This comparison does not look at the units chapter by chapter where your technology for each varies, thus you might have basic of one type and expert of another. Determining which type based on technology and wonders is left to you. This section is based on stats, and unit types.

A simplified chart of the units and their roles. The unit type on the left is the enemy unit type and the units to the right are player options depending on technology and event buildings.


Player options
As a general rule the barracks troops are good options in many situations and for a less combat orientated person the simplest option would be to stick with barracks units only. However those wishing to broaden their combat options and experience will want to consider all troop options.

Light melee options

Verse Light Range
The best light melee verse Light Range can be tough but the drone rider was selected due to its bonuses and movement of 4. The greater movement means most Light Ranges units must come into its movement range to attack it.

Verse Mage
Cerberus are the clear choice with strong offence bonuses, large movement and multiple retaliation if they can corner the enemy.

Light range options

Verse Mage

Ranger are the clear choice with strong offense and defense bonuses, good movement and range plus ranged retaliation.

Verse Heavy Melee
Despite a movement of 2 the Dryad is a great heavy Melee option with great bonuses. Their range should allow them to do hit and run tactics.

Mage options

Verse Heavy Melee

The Blossom Mage has good movement and range with great offense and defense against Heavy Melee. The Priest for Humans is also an option due to strong offense and long range, maps with natural bottlenecks work best so they have more time to attack the enemy.

Verse Heavy Range
Humans are spoilt for choice with Priest as a solid option or the Banshee.The decision between them is likely to come down to the other enemy units and preferred play style. Priests have and offense bonus verse Heavy Melee while Banshees have a defense bonus. For Elves banshee is the specialised unit, the Sorceress is strong as an all-round attacker.

Heavy Melee options

Verse Heavy Range

This is a tough call between Vallorian Guard and Treants and Paladins. Firstly for Elves the comparison is very close the Vallorian Guard is marginaly ahead but techonolgy and wonders are likely to determine the best option. Valorian Guard do have an attack range of 2 which is very helpful, however they have less defense against light melee should they be present.

For humans the Paladin is a good option depsite marginally less bonuses than the Vallorian guard and both have an attack range of 2. Your wonders, other bonuses and other enemies present will decide the best option

Verse Light Melee
There is no specialist Heavy Melee option against Light Melee. The Orc General is the best option with a strong offense bonus and mild defense bonus (the second strongest defense in this group)

Heavy Range options

Verse Light Melee

The Faineant Frog has the best bonuses against light Melee with Cannoneers a close second. Humans could go either depending n the situation but for an Elve player who like defensive play ths is the unit they way. For offensive Elve players the Golem is a good choice.

Verse Light Range
Orc Strategist is the specialist of choice although Human Players could consider the Cannoneer a close second.
 
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Eks Edrin

New Member
I understand this thread is over a year old, but I'm hoping there is someone who can answer my questions...

1. Special Abilities - Some say good for 1 round, or 2 maybe even 3. Is this started at the first round of combat? They also mention targets, is this the particular enemy that the unit attacks? Someone also said that some abilities help with defense or offense of my units. Is this just because I have attack a particular unit and it's affected by the negative affect?

2. Combat Order - Initiative goes from high to low, no problem. But what If i want to save moving or attacking until another unit moves? Is there a way to do this? I'm guessing not.
 

Mykan

Well-Known Member
I understand this thread is over a year old, but I'm hoping there is someone who can answer my questions...

2. Combat Order - Initiative goes from high to low, no problem. But what If i want to save moving or attacking until another unit moves? Is there a way to do this? I'm guessing not.
Hi Eks Edrin
This is still a current thread. I am on limited time so will only answer the second question for now. There is no delaying or waiting to take your turn. When it is your turn you either make a move or pass and will wait until your next turn.
 

Ashrem

Well-Known Member
1. Special Abilities - Some say good for 1 round, or 2 maybe even 3. Is this started at the first round of combat? They also mention targets, is this the particular enemy that the unit attacks? Someone also said that some abilities help with defense or offense of my units. Is this just because I have attack a particular unit and it's affected by the negative affect?
Most of the effects take place once the unit scores a hit on the opponent. Yes, it applies to the troop that is hit, and if you're special attack reduces their damage, it is reduced against all of your troops whenever they attack for that duration.
 

Mykan

Well-Known Member
1. Special Abilities - Some say good for 1 round, or 2 maybe even 3. Is this started at the first round of combat?
A mentioned above it starts from when the unit is hit. This is good when you have a unit who increases damage as the units who come after it get the benefit. Just be warned that effects of the same type, increase damage for example, can overwrite the current effect. So a weaker bonus could overwrite a strong one if your not careful, or vice versa

They also mention targets, is this the particular enemy that the unit attacks?
The effect applies to the unit that you choose to attack.

Someone also said that some abilities help with defense or offense of my units. Is this just because I have attack a particular unit and it's affected by the negative affect?
Some attacks increase damage the enemy receives - helps you with offense as you now do more damage

Some attacks decrease the damage the enemy inflicts on you - helps with defense as you take less damage.
 

Eks Edrin

New Member
Mykan & Ashrem,

Thank you both so very much. I'm really wanting to get fighting down, because it's costing way too many raw materials.

The only other question I have right now is Ancient Wonders... I have Needles of the Tempest, The only other ones that seem to help the most are Martial Monastery, and Heroes Forge, but space is limited, and Needles was pushing it for the worth. But it does not seem worth building any others.

And, one more small thing... The buildings that help fighting, and then are gone in 5 days or whatever... I could be wrong, but they don't seem worth it either.

What do you suggest? I'm currently 3/4 of the way through Wood Elves.