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The move metaphor is just brutal - why the second click? I like the chess-like strategy, but the slowness and aforementioned moving metaphor kick it down to a 3/5
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My personal take on different parties - 1)MOST EFFICIENT: 2 mages pumped up, one on high ground. With a little precaution you may get your 1000 points with a 2 men party: enjoy. 2)HARDEST: 8 archers, all with +3 damage, spending the rest on 4x +1range. Really difficult to get those 1000 points, be prepared for many retrys: but maximum satisfactionon faultless win. 3)FUNNIEST: 8 knights, all +1 damage, 4x +1movement, the rest on life. You won't get 1000 point but you'll have great fun running your horde! PRO TIP: if you don't keep anyone in the central row the enemies will move forward asymmetrically, giving you more opportunities to hit from behind or laterally (especially useful with only archers or knights, while moving a few alongside the borders)
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My personal take on different parties
Most efficient: 2 mages pumped up, one on high ground. With a little precaution you may get your 1000 points with a 2 men party: enjoy.
Hardest: 8 archers, all with +3 damage, spending the rest on 4x +1range. Really difficult to get those 1000 points, be prepared for many retrys: but maximum satisfactionon faultless win.
Funniest: 8 knights, all +1 damage, 4x +1movement, the rest on life. You won't get 1000 point but you'll have great fun running your horde!
PRO TIP: if you don't keep anyone in the central row the enemies will move forward asymmetrically, giving you more opportunities to hit from behind or laterally (especially useful with only archers or knights, while moving a few alongside the borders)
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Azuriel855's comment works as well with some modifications. Just 2 units is enough -> 1 mage on the high ground (maxed everything except speed 0) 1 Cleric in the corner (+8 health +2 speed +9 healing +3 range) Simply use the mage to shock everyone in this order - cleric>mages>archers>warriors. Most of the warriors should target the mage. If anyone targets your cleric kill them first while moving the cleric around, and always move your cleric to a position where she can still heal the mage, yet as far from the attackers as possible.
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1 mage on the high ground with maxed everything except speed, and a maxed cleric in the corner to heal the mage ... the mage never moves, the cleric moves only when attacked. And that's it for the whole game. In terms of targetting by the mage, target knights last, nd just let them get killed by chain hits until all other unit types on the field are dead. Pretty easy for a hard badge, took about 1 hour to get.
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A couple tips - if you leave your melee unit's backs open so people walk behind and backstab, your mages entire chain gets bonus backstab damage. Thus, it's often better to let your tank take an extra couple points of damage (walking behind them causes move fatigue, making the backstab weaker anyway) and then get +50% on a chain with dozens of damage.
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Interesting how the mage on the high ground takes the cake. I had 3 warriors up front, maxed out mage on the high ground with an archer beside him, healer in the corner, and another warrior to protect the mage's side.
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Is there even a difference between the levels? I didn't notice one, except with each passing stage, I wanted to kill myself more and more.
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Wanna get 1000 points without even trying? put a maxed-out mage on the high ground, a healer beside him, and another healer beside the other healer. enjoy!
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Everyone having trouble with the mage/knight combo, just don't move your units until there are only 2 or 3 enemies left.
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Got the hard badge pretty easily with 2 mages (max chain and +5 magic) and 3 knights with +1 shield to protect them. Just make sure to let the enemy come to you (they will do next to nothing because of move penalty), and then on your turn attack your main target with an adjacent knight first, as that will make it impossible for the target to block a magic attack. Using this, any level with mainly knights is a breeze, including level 10. Your main problem would be levels with mostly mages, and that one with all archers, wherein you have to be a little more aggressive.