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I think I've just about figured out how most of the factions in the game work. Haven is for brutally mauling the enemy with fast, hard-hitting creatues or slow, highly defensible creatures while Academy takes a pike-and-bow approach where melees protect shooters and Inferno is all about hitting them fast and hard.
But... what is up with Sylvan and Dungeon? Their units seem to go willy-nilly all over the place with no unifying theme that I can see. The two Sylvan shooters are powerful, but only Treants make good blockers for them. The four other Sylvan units are fast attackers, two of which are flyers.
With dungeon, I'm totally lost. I'm seeing three shooters (Assassin, Fury, and Witch), none of which would need a blocker. Minotaur guard are... WTF are they? They're too slow to be effective attackers and not tough enough to make good blockers, besides the fact that all of the Dungeon shooters can take care of themselves in a melee. Hydras are in the same boat as the cows; they're protectors without a protectee. The Dark raider and Shadow dragon are fast attackers, but a teir 4 and a teir 7 do a pretty lame job at it.
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I think I've just about figured out how most of the factions in the game work. Haven is for brutally mauling the enemy with fast, hard-hitting creatues or slow, highly defensible creatures while Academy takes a pike-and-bow approach where melees protect shooters and Inferno is all about hitting them fast and hard.
But... what is up with Sylvan and Dungeon? Their units seem to go willy-nilly all over the place with no unifying theme that I can see. The two Sylvan shooters are powerful, but only Treants make good blockers for them. The four other Sylvan units are fast attackers, two of which are flyers.
With dungeon, I'm totally lost. I'm seeing three shooters (Assassin, Fury, and Witch), none of which would need a blocker. Minotaur guard are... WTF are they? They're too slow to be effective attackers and not tough enough to make good blockers, besides the fact that all of the Dungeon shooters can take care of themselves in a melee. Hydras are in the same boat as the cows; they're protectors without a protectee. The Dark raider and Shadow dragon are fast attackers, but a teir 4 and a teir 7 do a pretty lame job at it.
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Your reasoning is flawed.Who tells you they should have a certain tactics theme?If you go back to H1 and from then on I doubt you could find a distinct strategy.We are left to control the creatures the way we think best.Anyway for dungeon it matters little since the focus is on magic not troops.As for sylvan it may be implied that they primarily like weakening opponents then charge the remaining forces.
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Sylvan's theme is to send in the fast units in so quickly that they don't know they're being ripped apart by the archers and druids. Sprites and War Dancers are annoying enough that they can't be ignored when in close range, and the time they buy is well worth it. Against opponents that want to fight on their turf (i.e. Inferno), life is tough but at least the treants can slow them down.
For dungeon, it's all quality over quantity. They force the opponent to close in to confront the shooters, which allows the slow hydra to shine and allows the slow minotaurs an actual chance to use their double swing. Raiders and Assassins are auxiliary units, and need to be used as such: Raiders improve the melee of nearby allies, and Assassins are really only useful for poisoning stuff. Using them as explicit attackers or blockers would be a bad idea; perhaps this odd role is confusing your mental model.
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