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==Tower== | ==Tower== | ||
===Strategies=== | |||
* Since the Tower town has three ranged units, it is excellent at defending cities. The only problem is against fast and flying attackers, such as [[Dragon]]s, [[Angel]]s etc. If the defending hero has expert [[Slow]], use it. If not, use expert [[Haste]]. | * Since the Tower town has three ranged units, it is excellent at defending cities. The only problem is against fast and flying attackers, such as [[Dragon]]s, [[Angel]]s etc. If the defending hero has expert [[Slow]], use it. If not, use expert [[Haste]]. | ||
* A good thing is to upgrade your [[Workshop]] early, then move around the map and pick up [[Gremlin]]s for free and upgrade them to [[Master Gremlin]]s at your town, this way you get massive firepower very fast. | * A good thing is to upgrade your [[Workshop]] early, then move around the map and pick up [[Gremlin]]s for free and upgrade them to [[Master Gremlin]]s at your town, this way you get massive firepower very fast. | ||
* In the middle and end game your Gremlins are usually dead, and Gargoyles are not useful anymore. It's a good tactic to replace their place with 1 Genie each. Thus you will have 1 strong pack+2x1 stack of genies that means you can cast spell 4 times each round! If the enemy kills them, good for you, because probably getting rid of a little unit number stack that casts spells compared to killing other high health point/many units stacks is a huge damage waste given high tier spell power with lots of damage and spells requiring a fixed deducted amount of mana each turn - like swatting a single [[Sprite]] instead of killing a stack of [[Scorpicore]]s, you can replace first round caster [[Genie]] slots after combat easily and the [[Gremlin]]s would be dead soon into combat anyway. | * In the middle and end game your Gremlins are usually dead, and Gargoyles are not useful anymore. It's a good tactic to replace their place with 1 Genie each. Thus you will have 1 strong pack+2x1 stack of genies that means you can cast spell 4 times each round! If the enemy kills them, good for you, because probably getting rid of a little unit number stack that casts spells compared to killing other high health point/many units stacks is a huge damage waste given high tier spell power with lots of damage and spells requiring a fixed deducted amount of mana each turn - like swatting a single [[Sprite]] instead of killing a stack of [[Scorpicore]]s, you can replace first round caster [[Genie]] slots after combat easily and the [[Gremlin]]s would be dead soon into combat anyway. | ||
* [[Giant]]s are not much use until you upgrade them to [[Titan]]s, which are the best ranged unit in the game, have no [[Melee Penalty]], and generally kick butt. | * [[Giant]]s are not much use until you upgrade them to [[Titan]]s, which are the best ranged unit in the game, have no [[Melee Penalty]], and generally kick butt. | ||
==Inferno== | ==Inferno== | ||
===Pros=== | |||
* This town has the highest chance to get the [[Blind]] spell in the Mage Guild. | * This town has the highest chance to get the [[Blind]] spell in the Mage Guild. | ||
* [[Cerberus]] are very powerful with Bless/Haste/Counterstrike. | * [[Cerberus]] are very powerful with Bless/Haste/Counterstrike. | ||
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* [[Efreet Sultan]]s are very good at clearing a map: they have speed, damage, and enough health. They can also be used in a [[Dracageddon]] combo. | * [[Efreet Sultan]]s are very good at clearing a map: they have speed, damage, and enough health. They can also be used in a [[Dracageddon]] combo. | ||
* [[Castle Gate]]: A life-saver on maps where you control more than one Inferno town. | * [[Castle Gate]]: A life-saver on maps where you control more than one Inferno town. | ||
===Cons=== | |||
* [[Arch Devil]]s are very expensive. | * [[Arch Devil]]s are very expensive. | ||
* [[Imp]]s and [[Familiar]]s are incredibly weak first level units, and have no redeeming features save their speed (the [[Familiar]]s' [[Magic Channel]] ability is hardly noticable). | * [[Imp]]s and [[Familiar]]s are incredibly weak first level units, and have no redeeming features save their speed (the [[Familiar]]s' [[Magic Channel]] ability is hardly noticable). | ||
==Barbarian Breakout (Allies)== | ==Barbarian Breakout (Allies)== | ||
* Invest in a Citadel early on. | * Invest in a Citadel early on. | ||
* City Hall first. | * City Hall first. Castle walls and at least 3 different stacks by end of week 1. | ||
* Barracks and Monastery on days 6 and 7. | * Barracks and Monastery on days 6 and 7. | ||
* The frozen land to the south does some help in delaying their attacks for a day or two which help a little. | * The frozen land to the south does some help in delaying their attacks for a day or two which help a little. |