Maps and Strategies by Lesterio

IMG_4972.PNG IMG_4973.PNG In this topic I want to encourage other warlords to share their favorite moves in PvP battles.
It will be nice to be exposed to various tactics and strategies that are apropriate for different army compositions.
Here is my army and I will describe tactics that are apropriate for strong mages. As I mentioned in an other post, I also almost always use Dark Shamans. Here is the first map(picture1) This is the only 3x3 PvP map that I can do with a CV. A key for success here is to kill the closest tegiment in the first turn. You then move your DS to put their tree near the two regiments standing at the back line. One of this regiments will kill the shamans blocking the way and another one will attack the tree or use RoF if it is an archer. Fighting against archers is actually even easier cause the tree remains on the battlefield making damage every consecutive turn.This map is easy when an opponent has a mage unit (like in this fight), cause you can kill it almost for sure with your archers. But even if you manage to kill only 1 regiment this strategy still works
 
IMG_4975.PNG This map I usually do with 2 archers and use RoF at the first turn. A key for success here is to remove opponent archers standing just above your army. This is an easy map against 1 archery unit and it can be a pain against 2 archers (like in this 4S map). So at the first turn I spend my mages and sometimes my stronger archers too to kill or almost kill opponent's archers (shamans tree will do the rest of the job) and my weaker archers do the RoF to block the way to my units. The shamans put their tree and invite an opponent to kill them getting to the swamp .At the second turn pikes and and mages take care of the left side of the map and archers kill an opponent's mages. Sometimes opponent's pikes can reach your pikes or archers. If this is the case, I use the second RoF to block them. On this map you have enough turns to wait and kill them after the first RoF is over.
 
This is another map where I use 2 archers and RoF at the first turn(Picture1) IMG_4976.PNG At the first turn on of the archers kills opponent's mages and the other one uses the RoF. Shamans move forward and put the tree on the village. Pikes and mages still wait behind IMG_4977.PNG At the second turn opponent's riders will kill the shamans and get close enough so your mages and pikes can reach them. If they don't - replay the map cause they will definitely do so. And at the next turn CV is guaranteedIMG_4978.PNG
 
"Glass-archers" against some hard enemy: Turn 1: IMG_4979.PNG Archers did double-RoF, enemy LA can hit some of them badly, so Faeries tree planted near one. Rest regiments stay bit behind to avoid RoF. Turn2: IMG_4980.PNG My CA got hit hard by said LA (and faeries tree was useless), all enemy regiments can be killed right now, but better to do another rounds we have for CV and let faeries to resurrect CA
Poor guards
IMG_4981.PNG Initially 2-skull fight, 3-skulls after stripping, no way to make it 4-skulls.My "core" regiments have insane setup with 4/1 (or better) damage/HP ratio, like this:IMG_4982.PNG But using same tactics on my "old acc" (4-stars force with ~1/1 damage/HP ratio) np too
 
My another favorite map: Turn1:IMG_4983.PNG Getting ready. Turn2:IMG_4984.PNG IMG_4985.PNG Mage can care about almost everything. Enemy 3*** riders made AI to count this as 4-skull fight, but riders helpless after crippling shot from crossbows, took 3 hits to kill cause hiding in forest - you can see my best, but stripped archer can barely scratch them, but even in worst case - there are still 1 more round for CV and RoF to keep they helpless, if necessary
 
And this is my favorite map. Pikes remove riders from the forest and mages take care of everything. If something is left after Nova than archers and shamans tace care of them IMG_4986.PNG
 
This is the only map in which I use double RoF at the first turnIMG_4987.PNG At the second turn my stronger archers suffer some serious damage thus I put them on the village as well as my secondary archers. Mages take care of the right part and pikes are running forward to take care of the left one. Sometimes enemy archers will still survive to do RoF but at this point they are weak and all my units are close enough to kill everything that is left.
 
Another very easy map .Turn1: IMG_4988.PNG (stronger) Archer did RoF so all enemy units are trapped and can't hit us. 2nd archer moved by upper way and will hunt enemy archers/mages from safe distance. Rest ready to kill on next turn. sometimes enemy have archers in 1st line - then my crossbows and mages stay 1 cell back.
Turn 2:IMG_4989.PNG This time we can rush and kill everything this round. And after mages Nova- faeries and crossbows have nothing to do at all

If finishing battle at this turn impossible - Archers/Mages kill enemy units at 1st line, upper archer kill enemy archers (if possible) or do another RoF, everyone still stay at safe distance and can't be hit by enemy. Third turn will be last one.
 
This map is hardest for me

When doing it by 2** force - RR sacrificed almost every time (fortunately it's only map when I use RR ability to move extra-cell further) mages + 1 archer die or loose more than half soldiers very often

Good thing - I'm getting this map quite rarely.
Screenshots made from fight done by my 4**** force, 3-skull fight, but none of regiments stripped (except 2nd mage which already level 23 and retired
), so it were way easier than normally.IMG_4990.PNG


RR hit archers from hill - so rather for full strength, despite 5-cells move.
Pikes crippled - I'm OK to sacrifice RR, but don't like to let them hit crossbows.
Mages hit Guards hard-enough to hope RoF will kill them.
Archers - one do RoF hoping to finish Guards and badly damage mages, 2nd - hit riders.IMG_4991.PNG

Nice win for such battle. No idea why enemy pikes not user their ability this time, so even riders only ~3min cool-down.

Comments and tactics ideas for this map especially appreciated
 
This is not my favorite map but not the worst also. I am not sure that my tactic fits for a glass canon army cause you need to survive RoF of the full archery stack.
The fight I print screened has some unusual composit and arangement but my moves are still the same.IMG_4992.PNG Archers usually stand on the pikes position with mages near them.My key for success is to remove the closest malee unit with my mages. Archers RoF and shamans put their tree to damage and block 2 regiments in the upper corner. The nice thing is that one of these regiments usually attacks the tree and the second one steps into the swamp to kill the shamans.IMG_4993.PNG In this particular fight enemy archers used RoF on the uncommon area because of their weird initial position. Usually they RoF on my mages and archers. At the next turn my pikes usually take care of the regiment that stepped into the swamp and mages and archers are cleaning the back line. Sometimes, at this turn faeries plant their tree to block the access to my pikes or archers (but not in this fight).IMG_4994.PNG
 
I believe this is an easy map for almost everyone but I still love the little trick with shamans (if you didn't realize yet, I love dark shamans ).IMG_4997.PNG
Mages attack one of the regiments in the left corner - the one they can smash in 1 hit or the strongest one.
Sometimes, when I can't entirely kill the riders with one hit my weaker archers do RoF on enemy archers. This prevents them from running and also pevents riders to kill the shamans. This is very important when the second unkilled stack from the left is guardians. IMG_4998.PNG
The final step is very straightforward IMG_4999.PNG
 
And this is another "Nova" map:IMG_5001.PNG
Sometimes, when riders stand closer, I plant the faeries tree to block the way to my mages (not in this case)IMG_5002.PNG



The nice thing with the shamans tree is that even if it doesn't entirely kill guardians it still blocks their way.IMG_5003.PNG
 
This is a 2S 5v5 PvP map for me.IMG_5004.JPG

I've used twin archers with 1st round RoF in the old days but it makes CV hard to achieve when the AI warlord has 5×4* regiments. These days I let the AI warlord come to me instead in my 1st round set up above

2nd round: LA severely crippled AI SM. RP swapped AI RP out of forest to be ko by SM. RR pushed AI LA out of forest to be ko by FM from higher ground.

3rd round: FM got ko by AI DG. I proceeded to ko AI DG by SM. RR ko AI CA and LA ko crippled AI SM.

Conclusion: Could have placed FM out of reach AI DG but what the hell, I got 13 regiments to burn through. I used CA instead of FM if AI warlord is fielding 2 mages.
 
After I swapped out SM lvl 11 full physical defense armour to lvl 1 full magic defense armour, 3S 5v5 PvP against Warlord LordT became 4S.
IMG_5005.JPG
I did contemplate a reroll because it's a tough map to get CV but I got 13 regiments to play with so why not.
IMG_5006.JPG
This stats for the pike is very similar to that of the cavalry. The archer is the weakest regiments but still managed to ko my SM.
IMG_5007.JPG
I did have a CV with heavy losses. Not much luck with critical damage this time round.

Btw, DS don't work for me in this map, I've tried it 3 times and every time it end in FUBAR scenario for me.

1st round: Moved RR to hex between AI RoT and PoX. SM ko AI RoT. Moved MF to vacated spot of AI RoT and hit AI PoX. Have to used RR and CA to finish off AI PoX. LA laid down RoF on forest hex below AI RR.

2nd round: Lost MF and SM but managed to ko AI RR and CA.

3rd round: Finished off AI RP by CA and LA.
 
3S becomes 4S for the 2 maps after swapping out SM armour.

Against Warlord Polo in a 5v5 PvP. This is about as easy as it gets for me in a 3S/4S PvP.
IMG_5008.JPG
1st Round: Using PoX and SM to ko AI RR. LA ko AI FM and CA damaged AI SM to reduce her nova power. RR pushed AI LA out of town and ko her with critical damage.
IMG_5009.JPG
2nd Round: PoX swapped out AI CA from forest to be ko by RR. Finally used both CA and SM to ko AI SM. CV in the bag.

Against Warlord Axel in a more difficult map. Not so lucky this time, lost my SM and PoX on partial recovery.
IMG_5010.JPG
2nd Round: RR pushed AI CA out of forest. Both pikes swapped out both AI cavalries into open ground. SM nova only ko one AI cavalry and LA further damaged the other.

3rd Round: RR ko AI MF. RP ko AI LA.

4th Round: RR ko AI CA. CV achieved last turn.
 
Pure 4S 5v5 PvP against Warlord Hackenbeck. Using tactic taught to me by Warlord Jesper.
IMG_5011.JPG
1st Round: Move RR to attack AI DG and then SM to ko him. Have to try 5 times before it happened. LA RoF centering on AI MF.

It then degenerated into a melee hell that does not bode well for my mainly range regiments. Win with no CV in round 5 with the lost of MF, CA and SM.

There's nothing wrong with Warlord Jesper's tactic. I've won with CV on numerous occasions against other warlords. Twin archers has always been a problem for me on this map. Warlord Hackenbeck army is just too strong for me to get CV and I need more luck with critical damage.
 
This map is one of the hardest for me. The tactic of using RoF at the first turn to block everyone in the corner mentioned by Candle and Svetkavitsa doesn't work for me. I can do this map only for 3S battles and never was able to finish it with a CV for 4S:IMG_5014.PNG
At the same turn shamans are blocking the way and weaker archers do RoF to prevent opponent's mages to Nova near all my units.IMG_5015.PNG
If the mages are too strong this can be a serious pain. But this time they decided to kill my poor shamans and guardians were not very harmful.IMG_5016.PNG
 

Lesterio

Active Member
View attachment 4 View attachment 5 In this topic I want to encourage other warlords to share their favorite moves in PvP battles.
It will be nice to be exposed to various tactics and strategies that are apropriate for different army compositions.
Here is my army and I will describe tactics that are apropriate for strong mages. As I mentioned in an other post, I also almost always use Dark Shamans. Here is the first map(picture1) This is the only 3x3 PvP map that I can do with a CV. A key for success here is to kill the closest tegiment in the first turn. You then move your DS to put their tree near the two regiments standing at the back line. One of this regiments will kill the shamans blocking the way and another one will attack the tree or use RoF if it is an archer. Fighting against archers is actually even easier cause the tree remains on the battlefield making damage every consecutive turn.This map is easy when an opponent has a mage unit (like in this fight), cause you can kill it almost for sure with your archers. But even if you manage to kill only 1 regiment this strategy still works
Many thanks to Candle, Svetkavitsa and other warlords who contributed to this post. And a special acknowledgement to IntegralDevil who did all the job to copy this post from the old forum!
 
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Jin

Well-Known Member
One of my favourite PvP map to show off my twin pike power.


After 1st round set up with twin pike upfront. 2nd round start with swapping one cavalry into the swamp, the other out into open ground to be ko by mage 2nd round nova if cavalries survived pike's attack. Archer moved into village on high ground to ko any regiment in lower ground village. My cavalry partially damage opposition pike. Opposition guard usually don't do too much damage to my regiment. 3rd round mop up the remaining opposition regiments. CV achieved.
 
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Anton Amby

Well-Known Member
One of my favourite PvP map to show off my twin pike power.


After 1st round set up with twin pike upfront. 2nd round start with swapping one cavalry into the swamp, the other out into open ground to be ko by mage 2nd round nova if cavalries survived pike's attack. Archer moved into village on high ground to ko any regiment in lower ground village. My cavalry partially damage opposition pike. Opposition guard usually don't do too much damage to my regiment. 3rd round mop up the remaining opposition regiments. CV achieved.
Double Pikes are actually one of my favorite strategies in the game :D (it's what my main army is built around)
I'm a bit intetested as to if you use high crit%, low crit dmg on all your regiments? (I can't really tell with the other units, but they look like ''Jerrika Weapons" too :p )