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Disclaimer: These are general strategies one should practice; however, each situation is different and you should treat each situation uniquely. It is vital that you have your rush formation set up in a corner because you don't have the Chastise command, meaning that defending involves lesser units (scouts, foot soldiers and, sparingly, halberdiers) to protect more important units. The corner set-up allows you to make a wall with your scouts and foot soldiers to protect the others. You will have to experiment with different corner arrangements suiting your play style. Some things to consider are as follows: You needs a champion in the top row. This champion is for the initial rush. Scouts and foot soldiers should be up front. It is best to protect your halberdiers (although if you have two

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  • Conquest/Strategies
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  • Disclaimer: These are general strategies one should practice; however, each situation is different and you should treat each situation uniquely. It is vital that you have your rush formation set up in a corner because you don't have the Chastise command, meaning that defending involves lesser units (scouts, foot soldiers and, sparingly, halberdiers) to protect more important units. The corner set-up allows you to make a wall with your scouts and foot soldiers to protect the others. You will have to experiment with different corner arrangements suiting your play style. Some things to consider are as follows: You needs a champion in the top row. This champion is for the initial rush. Scouts and foot soldiers should be up front. It is best to protect your halberdiers (although if you have two
  • It is vital that you have your rush formation set up in a corner because you don't have the Chastise command, meaning that defending involves lesser units (scouts, foot soldiers and, sparingly, halberdiers) to protect more important units. The corner set-up allows you to make a wall with your scouts and foot soldiers to protect the others. You will have to experiment with different corner arrangements suiting your play style. Some things to consider are as follows: You needs a champion in the top row. This champion is for the initial rush. Scouts and foot soldiers should be up front. It is best to protect your halberdiers (although if you have two halberdiers, you can have one on the front) and knights by placing them on the last row.
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abstract
  • Disclaimer: These are general strategies one should practice; however, each situation is different and you should treat each situation uniquely. It is vital that you have your rush formation set up in a corner because you don't have the Chastise command, meaning that defending involves lesser units (scouts, foot soldiers and, sparingly, halberdiers) to protect more important units. The corner set-up allows you to make a wall with your scouts and foot soldiers to protect the others. You will have to experiment with different corner arrangements suiting your play style. Some things to consider are as follows: You needs a champion in the top row. This champion is for the initial rush. Scouts and foot soldiers should be up front. It is best to protect your halberdiers (although if you have two halberdiers, you can have one on the front) and knights by placing them on the last row. The strategy is relatively simple. Rush involves you charging your first champion into the enemy ranks, killing units to get command points, and using commands to keep the champion alive. It is vital to prevent a hit on the champion by an opposing scout. Keep the champion at its full health before the rush begins. A good first move is always to move a scout forward four spaces, keeping away any enemy scouts. Moving the scout forward gives the champion more chance to get across the board without being hit. After the scout advances, the opponent may move his or her scouts forward. In this case, you should kill the other scout with your own scout. The opponent will most likely respond by killing one's scout with his or her scout, moving his or her scout in range of your champion. At this point, it depends on the placement of your champ. If you have 100 command points that turn, you can move your champ up and a lot of players will suicide a scout on it, giving you 150 command points next turn, and they forget to chastise, giving you the ability to charge and battle cry one of the opposing champions. The rush begins when one comes into charging range (eight squares) of their first 100 or 75 point unit, but 100 is always preferable. For charging 100-point units, you should accumulate at least 100 command points; this allows the use of more commands to keep your champion alive if the opponent Chastises the Champion (charging a 75-point unit only after acquiring 125 command points). After killing the first unit, you should begin using health-boosting commands. Continue killing units and using commands to defend. (Note: When using shield wall, you needs to watch for enemy halberdiers, as they can still lower the Champion's health to 400 without dying, therefore negating when you use battle cry next turn. Thus, you should generally use the commands in this order: Stoicism Battle Cry, then Shield Wall.) When attacking an enemy Champion, you should not worry too much about losing your own Champion provided most of the enemy's units have been eliminated. Even though you has lost his or her Champion, the opponent's Champion will be at 100 health and vulnerable to scout kills. A good rush can take down three high-point units (mages, knights, archers and halberdiers) as well as reducing a champion to 100hp. If your opponent is a competent defender, taking down two high-point units and hurting one champion should be considered a success. In many cases, an easy win following the initial rush is obvious; however, in some situations, the opponent still has a good chance in the game. In these circumstances, overall game awareness comes into play. This cannot be described in words and comes from experience. Although paying attention to the location of enemy troops is a good idea. If they are concentrated in one location, you could just repeat the first rush with the second champion. If the enemy units are spaced out, a simple rush will not work. Make sure to take advantage of the Halberdier's superior range when attacking champions. If you have a Knight, it can be an effective champion killer, and can lure the opponent to use battle cry. This set up has only one specific weakness: you're likely to have a hard time against opponents using Chastise.
  • It is vital that you have your rush formation set up in a corner because you don't have the Chastise command, meaning that defending involves lesser units (scouts, foot soldiers and, sparingly, halberdiers) to protect more important units. The corner set-up allows you to make a wall with your scouts and foot soldiers to protect the others. You will have to experiment with different corner arrangements suiting your play style. Some things to consider are as follows: You needs a champion in the top row. This champion is for the initial rush. Scouts and foot soldiers should be up front. It is best to protect your halberdiers (although if you have two halberdiers, you can have one on the front) and knights by placing them on the last row. The strategy is relatively simple. Rush involves you charging your first champion into the enemy ranks, killing units to get command points, and using commands to keep the champion alive. It is vital to prevent a hit on the champion by an opposing scout. Keep the champion at its full health before the rush begins. A good first move is always to move a scout forward four spaces, keeping away any enemy scouts. Moving the scout forward gives the champion more chance to get across the board without being hit. After the scout advances, the opponent may move his or her scouts forward. In this case, you should kill the other scout with your own scout. The opponent will most likely respond by killing one's scout with his or her scout, moving his or her scout in range of your champion. At this point, it depends on the placement of your champ. If you have 100 command points that turn, you can move your champ up and a lot of players will suicide a scout on it, giving you 150 command points next turn, and they forget to chast, giving you the ability to charge and battle cry one of the opposing champions. The rush begins when one comes into charging range (eight squares) of their first 100 or 75 point unit, but 100 is always preferable. For charging 100-point units, you should accumulate at least 100 command points; this allows the use of more commands to keep your champion alive if the opponent Chastises the Champion (charging a 75-point unit only after acquiring 125 command points). After killing the first unit, you should begin using health-boosting commands. Continue killing units and using commands to defend. (Note: When using shield wall, you needs to watch for enemy halberdiers, as they can still lower the Champion's health to 400 without dying, resultantly negating when you use battle cry next turn. Thus, you should generally use the commands in this order: Stoicism Battle Cry, then Shield Wall.) When attacking an enemy Champion, you should not worry too much about losing your own Champion provided most of the enemy's units have been eliminated. Even though you has lost his or her Champion, the opponent's Champion will be at 100 health and vulnerable to scout kills. A good rush can take down three high-point units (mages, knights, archers and halberdiers) as well as reducing a champion to 100hp. If your opponent is a competent defender, taking down two high-point units and hurting one champion should be considered a success. In many cases, an easy win following the initial rush is obvious; however, in some situations, the opponent still has a good chance in the game. In these circumstances, overall game awareness comes into play. This cannot be described in words and comes from experience. Although paying attention to the location of enemy troops is a good idea. If they are concentrated in one location, you could just repeat the first rush with the second champion. If the enemy units are spaced out, a simple rush will not work. Make sure to take advantage of the Halberdier's superior range when attacking champions. If you have a Knight, it can be an effective champion killer, and can lure the opponent to use battle cry. This set up has only one specific weakness: you're likely to have a hard time against opponents using Chastise.
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