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:[ Heartcutter's Strat Post ]:


Again I just searched out this post in the forum. I didn't write it, but I do agree with many of its points.

Rule One
Simplicity is king

When in a massive melee, clicking around is a sure way to lose precious time (and troops). You're going to make sure that you've got easy access to all of your troops.

This is what I do:

  • I create a group for just my melee fighters (doesn't matter if it's a mix of different fighters, just as all of them are primarily melee). I use the control+1 command to create this group. Even if I have greater than 8 units for this group, I still group them all together.
  • I create a group for all of my ranged guys. Surprise, I call it group 2.
  • I create a group for just my healers. I call that group 3.
  • I do not create any more groups. I keep it simple, and I recommend you do the same.

Rule Two
Principles of Engagement

  • All things being equal, the guy with the larger army in the battle will win. What this means to you is that you want everyone who can be in the battle, be in the battle.

That means you should always do the following:

    • Make sure you include all guys who are in your guard towers. After you've got guys on the march to the battle should you replace the tower guards with your newly created units.
    • Make sure you have only 3 peasants getting rice and 1 peasant getting water. If you have more peasants that the ones indicated, get their asses into a training facility.


    Attacking gives you initiative.

  • You should hopefully be in good control of your units when you meet the enemy forces. There is a chance that your opponent will lose some of his forces before he knows whats going on. This is also kind of why ambushes are so good.
  • The person with the more efficient build order will be able to launch his attack first. Think about your build order and when you should anticipate launching an attack.
  • The person who launches the first attack should be able to generate more Yin/Yang, thereby gaining long-term advantage. I can't stress this enough. Once again this comes to prior planning.
  • Whenever you attack, bring fire-setting in some capacity. 2-4 units that can set buildings on fire can really make life difficult for your opponent in addition to allowing the burning down of towers that would hinder your melee troops.

Rule Three
Correct Combat Formations

You will make extensive use of the guard command to keep these formations in the heat of battle. It will prevent the dreaded 'attack everything with no regard for my life' default aggressiveness setting.

Formation A: The Draw
Objective: To enable an early attack while you're lacking healers. It's also an excellent way of defeating forces sent at you piecemeal.

    1. Group all of your melee units into your group 1.
    2. Group all of your ranged units into your group 2.
    3. Have your melee units guard a unit out of group 2.
    4. Move toward the enemy base with group 2.

Simple and effective. Your opponent's troops will first come under fire by your ranged units, then his melee will rush to engage your ranged guys.
When they get close, your melee guys will engage his melee guys. Your melee guys will not rush to attack enemy towers due to the guard command (a common combat problem). Works like a charm.

Formation B: Angry Healer
Objective: To keep ranks and effective use of your healers while in a combat situation.

    1. Set your groups. Group 1 is Melee. Group 2 is Ranged. Group 3 is Healers.
    2. Everyone[!] guards one healer.
    3. You take control of that healer and attack the enemy base. When your forces start engaging the enemy forces, use the stand ground command on your healer, and micromanage your army.

What you'll find is that since everyone is guarding the healer (including the other healers), that healer will probably be the safest unit on the battlefield. It will also keep your army cohesive, and preventing the dreaded 'Attack everything until I die' battle fervor.

I hope this improves your game.