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This is via Titania, not my work. It’s a very well written post on the main site forums, and thought I would share it here.
Strategy in this game begins well before the fight even starts. You need to pick what units you’re going to use, in what amounts, and in what turn order.
Most strategies involve using a variety of units. A common practice is to have units that are great at earning morale, and units that are great at using the earned morale. The best way to earn morale is through damaging attacks. Other ways are through healing, which is effective, but also means your enemy is earning more morale than you. (Healing isn’t as effective as damaging).
I recommend having 1-2 base attackers, 1-2 tanks/off-attackers, and 1-2 morale/supports. The default set up is a great example of this. The defender is a great tank, doing passing attack damage to any who approach him, and retaliating for even more morale potential. The warrior is a poor attacker, but has decent morale potential. The ice mage is good at ranged attack and able to stay a safe distance away. The cleric can retaliate and heal. The wind walker doesn’t retaliate, but has nice aoe morale attacks. You don’t have an amazing generator, but all of them have decent potential. Meaning that even if you lose a stack, you’re not ruined.
Which brings us to the next point, you have the option of how many units you want in each stack, up to a certain limit with a limited number of points overall. The two extremes being spreading the points evenly, or putting more points towards certain unit types. Usually players put more points to their ‘favorite’ powerful units. However, these are easier to counter. Once you destroy the units supporting that large stack, or even use spells to take out the large stack, that player is in a rough spot. With your units spread evenly, you don’t have the instantaneous potential of the overtly large stack. Nor do any of your stacks have that kind of survivability, but it allows you to remain flexible to the changing situation.
A key probably with smaller stacks however, is that they’re easier to destroy. Especially with aoe attacks. Meaning one large stack of 50 units may lose 10 units to a particular aoe. But 2 stacks of 25 units will lost 10 each, for a total of 20. This means that if you go for a more even spread, you have to be more aware of such attacks.
Finally, picking what order your units take turns in is important. Whoever goes first will be the left most unit in your action bar. Click and drag them around to change the order. Think about how the fields are set up, and who plays what role to pick who goes first. Putting your healer first wouldn’t be as effective as having the tank or damage dealer take their turn first.
Spell selection is another key part of your strategy. There’s a huge selection of spells, and it’s best to discover more about them before making your decision. In general, I’d suggest picking spells that compliment your army build, or makes up for your weaknesses. For instance, if your army is relatively weak to close range combat, get some crevasses or rockwall to stop people from getting too close. If you want to keep your units safe from ranged attackers, try to cover of night. Other useful spells are clear skies and clear ground. For offensive spells, look at the general cost of the spell, the area it covers, and what it’s effective against.
Scrolls are just as useful as spells, and only one scroll or spell can be used a turn. While used less than spells, a single scroll can turn the game around.
Artifacts are another pre-battle concern. These are semi-rare items, but make a huge difference. While you’re allowed to bring a limited number to battle, you want to bring artifacts that compliment your units. Such as bringing minotaur artifacts to boost your minotaur units. Keep in mind that a 15% hp boost to mino units does not affect other types of units. Most artifacts are for a single race type. While others are for everyone. Such as a mana boost, morale boost, or magic pendants.
So you’ve gone through all of that, and into your first fight. Before slapping that ready button, take a look around. You’ll notice several colored hexes. These are locations you move your units to at the start. Click the unit then click the spot to move them to. You can even swap spots with your units by click one then the other. This does not change the turn order.
In most cases, your more defensive units should be on the front lines defending your squishier units. These should also be the ones trying to block the enemy from getting around as well as trying to control key points like mana pools. Keep portals in mind when considering how and where the enemy can attack from.
Normally you want your units close but spread out so as to avoid being aoe’d. It’s a common practice for experienced players to rush in and generate large amounts of morale before dropping a powerful aoe morale skill. By keeping your units spread out, you can avoid taking more damage than necessary.
This is where all the interesting things happen. At the start of the battle, it’s a good practice to look at your opponents set up. This includes their troops, the turn order, their placement, their spells and artifacts. This will help you plan on how to move and progress. Remember that unless your units can fly, they cannot pass through each other. You can use this same concept to physically block enemies from getting around.
Another way to make things go better is to know about the enemy units. If you’re unsure about something you see, hover your mouse over the unit or double click them. This opens up or shows crucial information about the unit. Such as their movement, their hp, their stack size, and if they have passing or retaliation attacks.
When attacking, it’s best to aim for units that don’t hit you back. It’s also a good idea to avoid approaching units with a passing attack. This will keep the damage you take from getting too high. Remember that the enemy is probably thinking the same thing and will generally aim for your weaker units. Placement of your units is key in this respect.
When attacking units, keep in mind their resistances and vulnerabilities. Most units have both of different types. Using attacks or spells of their vulnerabilities will do more damage, while using types their resistant too will be less effective. A unit in defense will have a slight increase to all resistance types. For example a human unit generally has 0 vulnerabilities and resistances. When that unit defends, they gain a 15% resistance to water, fire, earth, air, life, death, slash, pierce, and crush. If your unit can’t be used effectively for any other action, it speeds the game up to defend, and keeps them a bit safer. This is also a good technique for keeping a weaker stack from taking retaliation damage if you don’t want to keep a certain hex. Such as a mana pool or blocking a choke point.
The best weapon you have is experience. Play lots of games against the computer and humans to gain a better understanding of what works and what doesn’t, and adjust your strategies to how you see fit. You can’t win everything, and you’ll always learn more from losing a match than winning one.
**Quick Tips and Tricks for those that don’t like reading**
\*Keep your units far enough apart to avoid aoe damaging spells and skills.
\*Attack weaker units that do not retaliate, and avoid units with passing attacks (unless attacking from a range).
\*Mana pools are very helpful, but not always worth dying over.
\*Try to use attacks and spells your enemy units are vulnerable to.
\*Place your units in a such a way that the enemy has trouble reaching your squishier units and avoiding passing/retaliation attacks.
\*If you see large stacks of strong units, bunny is an effective yet expensive spell for negating them.
\*Effective use of morale usually decides the outcome of a match.