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For all those having trouble with level 5 (Arrowstorm) using the best used strategies in the comments, the key is to actually move your knights towards archers during the second round so that the archers go for a back attack of the knights and not the mages (so much). If you leave them clumped together, one mage will perish.
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i got hard achivment by having 5 knights in front with 4 helth bonus each and a mage on top the little moutain with max magic and chain
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wow that's fair, have the archers on level 5 just all focus on one mage till he dies. that makes the badge totally fair
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scoring in this game ain't easy that's for sure, this game only for certain no. of ppl there are others like this one much better.
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Well, my strategy worked quite well too - 1 mage on highground +3(2 enough)chain+9magic, 1 healer near corner +1-2 hp +1-2range +2-3healing and 3 warriors faced forward +3-4 hp (mid one can get +shield, but not necessary).
-Warriors
skip 1st round, attack, and let at least one of them get behind your side warriors (heal that one ofc). Strike with mage in behind. Quick elimination guaranteed.
-Archers
don't let them kill healer, don't jump from the highground with your mage and let them get close enough for your mage to kill 'em all, heal him from the corner and that's all :P.
-Mages
Just dont let you units stay close enough for chain lightnings and let again let them get close enough to kill 'em with mage.
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also super easy time 1 mage +9 power +3 chain on highground + 7 knights. on first Turn build a full knight wall in front of the mage and let the enemy come. Normal fight is now: Middle knight steps forward and slaps enemy, especially if knight to take the shield away, now the high ground mage zaps the shieldless enemy. then the rest of the wall catches up so there is a one line gap between mage and knights. From then on just reapeat knocking shield off with a knight and zapping. on third round it's good to let the wall fall back one line so more enemies are in direct range of the mage. hope this helps those for whom the other strategies dont work
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am i retarded? Arakantos strat is only getting me to level 4... i must be doin somthin wrong...and im using wuggle and marvaddings notes as well....
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Well its a easy Hard badge to do ive you listen to the advice of wuggle, arakantos and Marvaddin! 30 points withing 30 minutes.. not bad!! Thanks guys
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If you are using arakantos strategy, here is a little hint. When knights from enemy team come to you, dont move your knights and attack. It will destroy enemy block ability, but your knights will be attacked from behind, side, get shot by wizards.
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*archer moves to shoot my knight from behind*
+50% - from behind
-50% - moving fatigue
-20% - broken view
A fail turn it is, is not it?
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To recover a character's HP, click on them and end their turn without moving. Clicking Pass will ignore recovery. They will gain +1 HP each turn ended. Use if archers attack one of your stable units and need to heal slowly.
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Sakib. If you're using the default team, just wait a turn. then, when the archers are in mage range attack with the knights. then just use the mages to slaughter lots of them at once, while using the healer to keep everyone alive. hope that helped
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A perfect upgraded game of chess! Although archers are unpowered. Really needs strategy not just high luck. The enemy CPU is smart. Perhaps too smart.
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Unless I completely misunderstand the purpose of use for archers, I can come up with no reason why they have to suffer from move fatigue. Unless you feel like they are super powerful and that would just make it unfair... but I have a feeling most don't.
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Team consisted of
3 warriors in the front row
an archer on high ground
Mage and healer on back row.
No upgrades on warrior
Full range and damage on archer
Full chain and damage on mage
Rest of points on healers healing abilities.
Only had trouble with the level with 4 mages. (level 8? 9?)
Also, a good tactic (against AI) if you've got a strong mage is to move a warrior one step away, revealing his back to the mage. The enemy will always go for the back if they can, but will then leave their back open for a point blank back attack from the mage. If he's already a veteran, you can end up doing 40-50 on that one enemy + any chains you can get. Made level 10 too easy!
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My setup: High ground: Mage (+9 magic +3 chain) Next to: Healer (+7 heal +3 range)
And on front: 3 knight with +1 live.
-----Strategy: Just defend and use the high grounded mage, dont move anyone anywhere. Always start the cain on the weakest, mostry archer or mage cause if you start on knight and its shield deflects it affects the chain-downs too. So choose weak target first and you can deal a massive 70-80 damage with just a mage in one turn.
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Healer is when everyone is goes for 1 knight, and those last-ditchers. 1 heal can give about 27 live that can give em some more turns.
---Knights are for human-shield. Just attack with them but dont move off from formation! Dont attack archers and mages with them, they are for the mage. Only do when mage is out of reach.
I did the first 7 levels with them easily, the last 3 were a bit harder but if you get the hang of it you can handle em. Buena fortuna!
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there should be a disclaimer that says "DO NOT CHOOSE MOVE-ATTACK BECAUSE THE GAME CHOOSES THE WORST POSSIBLE MOVEMENTS AND YOU CANNOT UNDO THE MOVE" because then this would take far less time
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also working well: 2 mages in back row(with 1 on top, both upgraded) and 1 completely unupgraded knight 1 square right of the center mage. don't rush with the warriorm and in the last battle stay completely still.
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I wonder if it's the new version or something that enable me to retry the level while retaining the original score though I doubt the former. You can access the retry thingy by clicking at the 'Quit' button (top-right during game) and select Retry from the menu given. Marvaddin's post confused me as when he said Quit & Retry, I went back to the menu and play all over again.