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    Your Elvenar Team

Winning! (or not) Battle Insights and Observations share yours

DeletedUser594

Guest
I am beginning to hate the dreadful one exit long obstacle starts. Lets all move single file while taking fire from enemy units..
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DeletedUser706

Guest
Sandpeople always ride single file to hide their numbers. I dreaded the maps where I could not even move my first few units because they were hemmed in by the others and terrain. The devs say the maps are randomly generated, but I am pretty sure they can control the 'density' of the terrain and make sure no dead ends like these exist... Also, a lot of maps look like cookie cutter maps so to speak. I think its better if they design a nice set of maps and randomly choose between those.
 

DeletedUser2963

Guest
ackkkk!!! Happened sooner than I thought. Round two, my dogs died, more than once! Three or four hits to kill anything but the sorceresses. Which was to long for my sorry little sword dancer to survive...Time to go with a new mix, but fun while it lasted.
 

Mykan

Oh Wise One
I am beginning to hate the dreadful one exit long obstacle starts. Lets all move single file while taking fire from enemy units.

Its maps like this were it will be nice to see their solution to the terrain issue. They have mentioned it can play too big an influence, I think it is simply a matter of of when/if they can find a better solution.
 

DeletedUser4778

Guest
Agreed. I liked this in the old battle system when I could plug the gap with treants. Hated it when I had to walk to the other hand and cannoneers killed me before I was halfway through. Those were the only encounters I negotiated in the old system. Now I've turned negotiator again since the heavier losses with the nerfing of the sorceress aren't worth it anymore.
 

DeletedUser61

Guest
Timon indicated that Obstacles were a major headache for the Auto-Fight engine, because the units can so easily interfere with each other.
 

Mykan

Oh Wise One
I have found with the crystal tournament I almost never needed supporting units. I just auto-fight with paladins/treants successfully into the 5th round (usually up to 5 provinces out), unsure if I will be awake in time for the last round. If 5 key units lost I just catered but that wasn't too often. I wonder if the change to enemy sorceress range helped this? Theory says yes, unsure on practice.

With other tournaments I had to determine which and how many support units to bring for later fights. As a person playing human and elve it was also interesting that I felt the paladins performed much better, especially in the 5th round then treants did. The obvious difference is the range on paladins. I haven't compared the 2 units to see how they stack up otherwise.

With v1.18 changes to tournaments crystal tournaments may yet be the easiest ones to fight in, certainly have been so far in my experience. Anyone else have a similar experience this tournament?
 

DeletedUser43

Guest
I just auto-fight with paladins/treants successfully into the 5th round (usually up to 5 provinces out)

I lost two fights and ALL my treants trying that. Maybe you have ancient wonders I don't have, though I have a mm that is level 15?
 

DeletedUser4778

Guest
Unfortunately, my treants haven't been working well in provinces and tournaments. I don't have any wonders aside from the Golden Abyss so that might be a factor.
 

Mykan

Oh Wise One
I lost two fights and ALL my treants trying that. Maybe you have ancient wonders I don't have, though I have a mm that is level 15?

Its possible but it varies by town. Monastery is the only one that would effect a 5 treant army (don't have orc ones yet). Most but not all of my towns have a monastery between level 1-5. Sometimes it was the map, as I went to manual fight one when I lost but catered it after I saw the map. Did you lose in the 5th round or an earlier one?
 

Sir Squirrel

Artist EXTRAORDINAIRE and Buddy Fan Club member
This weeks tournament (scrolls) I found Cerberus to be my main go to troop especially when there were 2 or 3 archers , Axe didn't do as well I found. If there were more than 1 golem I sent in Priests to help( if three golems I sent all priests). mortars are a little better than they were, but didn't have to many trained to try to many battles with them.
 

Mykan

Oh Wise One
Similar for me, I have limited cerberus in my elve towns and saved them for more mage heavy fights. I was also a little more daring with 2 sometimes 3 steinlings but if it was heavy on them I also went full mage. Only time I really took a combo was when the enemy was 4 archer/4steinling or similar to that.
 

DeletedUser3087

Guest
In my human town I am using cerberus II as the main with 1 axe to take most of the strikes while i take out the archers and priests with them and steinlings don't last against them usually two hits and they're gone.
 

DeletedUser594

Guest
I just sent out some sinister cerbs with my human army and they had a range of 7! I must have missed the memo on that change They also have a solidly damaging strike against the new Rangers. Then I popped back over to elven world where cerb I is plodding along at 5 movement range with an unopened upgrade to cerb II w/ m.range 6
Thats an interesting way to go about upgrading the troops. I've always liked cerbs and I like them way more now. Before it was a rocket attack and the cerb was either dead or down to a few points. I would save them for on last block later in the fight. Now with the defensive boost they are effective longer. The new range means multipe attacks on one unit from the start position- or hemming in opponents- lots of good things to try
 

DeletedUser3297

Guest
Soo, I realized that the entire southwest section of my map has really cheap provinces! I don't even care what beats what :D

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This is in Arendyll. This was right after I unlocked the advance scout for chapter 5. Province count is 83/100 and it looks like I will be able to win the next 15 provinces with ease :)
 

DeletedUser3297

Guest
I am really quite fond of the priests right now :)

They killed the mages on the first strike and everyone else, it only took 2 strikes to kill them all off :)

8GoFqy8.png

This was in Arendyll. Ring 6, provinces 84/100
 

Mykan

Oh Wise One
I was noticing the blossom mage may have her uses against heavy melee. She only has 2 move the same as heavy melee but her long range in theory should allow her to avoid being hit, unlike the sorceress with her short range.

As each unit is strong against 2 types and they are making 3 units of each type for us I would assume we will get one "jack of all trades" and the other 2 will be specialised against one of the unit types it is strong against.
 
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