In this section we will discuss various Army Formations. I'm hoping to have you guys engage in the comments section and feel free to include your favorite setups with upgrade distributions there.
Currently as of June 22, 2008 the game has certain updates that have made some armies better while older army setups obsolete. Choosing a setup is all about your personal preference and style of play. So lets begin with the setup that I am currently using, which is not the best, but seems to be a common strategy among many players.
Note: This section will mainly focus on the setups and their basic strategies without going into extreme details on how to fully play out the setup.
Currently as of June 22, 2008 the game has certain updates that have made some armies better while older army setups obsolete. Choosing a setup is all about your personal preference and style of play. So lets begin with the setup that I am currently using, which is not the best, but seems to be a common strategy among many players.
Note: This section will mainly focus on the setups and their basic strategies without going into extreme details on how to fully play out the setup.
1 MAGE, 2 ARCHERS, 5 KNIGHTS
This setup has won me many games recently. Many of the top players are using some variation of this setup. Particularly because the knights have so much HP right now.
STRATEGY: The concept of this arrangement is to use the knights as a barrier by moving them up in a uniform fashion and using the archers to block off the ends. This protects your mage from the opposing chain attack and protects the mage from being attacked from the sides since you can form a wall across the board.
UPGRADES: All the points go into upgrading the mage. Still there isn't enough to max out the mage completely, so he looks as follows: +7 health, +1 speed, +3 chain, +9 magic.
VARIATIONS: Common variations on the point distribution that I have seen are giving the knight in front of the mage increased speed so that they can move forward in the first attack and take out the opposing knights shield at a long distance. This only helps if you are the first player to move, but no use later in the game, so a pointless upgrade in my opinion. Oh and that means the Mage is weaker in upgrades as well.
STRATEGY: The concept of this arrangement is to use the knights as a barrier by moving them up in a uniform fashion and using the archers to block off the ends. This protects your mage from the opposing chain attack and protects the mage from being attacked from the sides since you can form a wall across the board.
UPGRADES: All the points go into upgrading the mage. Still there isn't enough to max out the mage completely, so he looks as follows: +7 health, +1 speed, +3 chain, +9 magic.
VARIATIONS: Common variations on the point distribution that I have seen are giving the knight in front of the mage increased speed so that they can move forward in the first attack and take out the opposing knights shield at a long distance. This only helps if you are the first player to move, but no use later in the game, so a pointless upgrade in my opinion. Oh and that means the Mage is weaker in upgrades as well.
This setup is the same as the one above except the archer in front of the mage allows you to attack the opposing teams shield bearing knight if your the first to move. The problem is that the archer will probably be killed quickly by the opponents team if used in a similar function to the way the knight was being used. Some people prefer this and do very well with it.
1 MAGE, 1 CLERIC, 6 ARCHERS
This setup was very common before the upgrade to the knights hp. This particular placement of the pieces wasn't considered the most popular since people had variations on where they liked to start the Mage or Cleric, but I played well with it at the time.
STRATEGY: The concept of this arrangement is to use have the healer protected on the hill and outside of any chain attacks from the opposing Mage. Usually the healer would be only focused on revitalizing your Mage and when facing an identical army the one whose Healer lived the longest would usually win.
UPGRADES: All the points go into upgrading the Mage. Any remaining point went into upgrading the Healer.
VARIATIONS: The biggest variation on this setup would be in the actual placement of the pieces. One day we may see this setup gaining popularity again.
Armies That Are Bound To Lose!
Whats the fun of discussing good formations without a look at the kinds of formations the new players attempt to get away with. Please people, do not fall into these traps. You might win the rare game with these, but for the most part you will have a score in the negatives.
CONCLUSION
Ill be adding more formations to this post as I have time and also try to include any good one's left in the comments section by you players.
STRATEGY: The concept of this arrangement is to use have the healer protected on the hill and outside of any chain attacks from the opposing Mage. Usually the healer would be only focused on revitalizing your Mage and when facing an identical army the one whose Healer lived the longest would usually win.
UPGRADES: All the points go into upgrading the Mage. Any remaining point went into upgrading the Healer.
VARIATIONS: The biggest variation on this setup would be in the actual placement of the pieces. One day we may see this setup gaining popularity again.
Armies That Are Bound To Lose!
Whats the fun of discussing good formations without a look at the kinds of formations the new players attempt to get away with. Please people, do not fall into these traps. You might win the rare game with these, but for the most part you will have a score in the negatives.
CONCLUSION
Ill be adding more formations to this post as I have time and also try to include any good one's left in the comments section by you players.