V. Unit Placement, Position and Order


We’ve gone over mechanics, pre-battle preparation, and even pointers on how to utilize units. Now let’s look at starting the match. When battle starts, one side is assigned the top and the other is assigned the bottom. Top goes first in the turn order. Positioning your units is an important consideration. There are a few things you want to avoid whichever side you’re playing:

Avoid placing vulnerable units, or units you don’t want hurt, in the front row. Generally, the back row is the safest location to position a unit, and the middle is neutral. Remember, players alternate in turns. If you leave a unit at the end of the order queue in the front row of the deployment area, your enemy if positioned aggressively can hit that unit before you have the chance to move it.

Given this, I would actually suggest whichever your position (top or bottom), always take a conservative and defensive stance for deployment and formation. At most, if you are taking the first turn (top), position your first unit (whichever is your choice – mine was previously a Warhawk due to its damage potential), in the front row.

In this scenario, I get the chance to attack if my opponent positioned too aggressively. If I find it unfavorable, since I get first turn, I can move the Warhawk back out of range.

Again, however, placement/position is up to you, even spread formations or tight wing can be made to work. However, in terms of being forward or back in the deployment area, the advice just given is quite helpful.

As previously introduced, unit order, according to the initiative bar earlier mentioned, also plays a role in the opening of the match. On the first cycle the unit at the end of the queue can be the most vulnerable because it is last to act and can be attacked if positioned badly, but also the most able to make use of an opportunity to attack/take out a weakened unit, because it goes after the rest of your team.

When considering how to queue your team, try to imagine how you want each team member to perform. What sequence do you intend for them to act with one another based on what they do or what you want them to do? For example, you may be thinking to set up a chain where 1 unit will weaken, the other will support and block, the third will finish. If this is the case, it’s best to locate these units closer to one another, and to sequence their turns in the order this plays out. (After playing, think about if you felt certain units got stuck cos your other units’ turns hadn’t come up yet, you may need to change your starting formation or your turn order).

In terms of more advanced queuing, the last slot in the bar is good for setting up a safe play after cycle 1. Why is this? Because you can position your five units and see your opponent’s 5-6 units (depending on your side) position before you play your last unit, ensuring you can put it in a position comfortable for you.

Another technique, when talking about heavy hitting units and threat elimination, is to put your own high threat units ahead of your opponent. This allows you to get the first hit, in a head to head scenario. The “safest” bet when trying to get ahead of a high threat unit is to put your own in the first turn (so that the only time you will be behind is when you are on the bottom of the game board). But of course, anticipating how to be ahead in the line-up is difficult, and it also can limit how you play with your own high threat unit. In contrast to going last, when playing a first turn, you have no idea how your opponent may position or counter, once you take action.

As for army composition, right now it’s up to you. Diverse arrays of builds are workable, from 4-5 archers to pure melee teams, teams with no Varls and teams with 1 or 2. Again, this all comes down to what kind of strategy you have in mind, and how you plan to utilize each unit’s strengths. For people new to the game, a balanced team works best and is the easiest to play with. “All” archer teams and pure melee teams are very tricky to play with. The prior requires experience with playing with and versus a spread formation, the latter requires experience changing formations rapidly while keeping units together/beside each other.

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