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OUTDATED Regiment Tier List [Updated for 0.48] - Rise of Gozura

Discussion in 'General Discussions' started by Anton Amby, Jul 24, 2018.

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  1. Anton Amby

    Anton Amby Well-Known Member

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    How to use the Tier List, and what is it for:
    Hi! Welcome to the Tier List update for 0.48.
    The main purposes of these Tier list threads are to give newbies a better idea of the power levels of the different regiments in the game (so you don't walk into the late game with a bunch of regiments that are unable to keep up), and for the older Warlords to discuss and/or share their thoughts on the topic (and other topics if they’re relevant)
    - The regiments within the same roles almost all (with a few exceptions being some giant regiments along with a few mounted ones) have the same amount of stats. For example a mage in the S-tier and a mage in the C-tier will have the same stats - the thing that places them in different tiers is their abilities.

    Explanation of the different Tiers:
    S-Tier:
    These are the strongest of the strong regiments in the game, they have little to no weaknesses and will improve most army combinations that you put them in.
    A-Tier: Overall strong regiments that you will see quite often and can fit into a lot of different armies. These regiments often have small flaws that keep them from entering S-Tier, but if their weaknesses are made up for by some of your other regiments they have potential to be as strong as S-Tier Regiments.
    B-Tier: Above average regiments that aren't quite strong enough to enter A-Tier.
    C-Tier: Solid or average regiments, they are not good but not bad either - A lot of these regiments have potential to be better when placed in the right army combination.
    D-Tier: Below average regiments that often feel lackluster compared to the stronger regiments, these regiments tend to have a hard time finding their spot in the game.

    A bit about common army combinations for anyone interested here: https://forum.warlordsofaternum.com...ment-roles-and-common-army-combinations.7033/
    ________________________________________________________________________
    I used a bit of a different format for this Tier List than for the previous ones;
    The explanation for each regiment is now cut into 2 bits: A bit that explains what the regiment does, and a bit that talks about how the regiment is holding up in the current update.
    This should make the list more pleasant to read, give it a bit more of an organized look, and make it easier for me to edit. The downside is that I have to cut the post into 2 pieces due to character limmits - Feedback is appreciated even if you think it looks horrible. :p
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    [​IMG]

    As always:
    If you have anything to add or something that you disagree with please feel free to leave a comment below. :)
     
    Last edited: Aug 6, 2018
  2. Anton Amby

    Anton Amby Well-Known Member

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    S-Tier Regiments:
    1. Maiden's Faeries (MF)

    Regiment Explanation:
    Maiden's Faeries are (currently) the only regiment in the game with the ability to fly, this makes her extremely flexible in battle as she can both play defensive by simply flying over terrain that other regiments need to walk around. - And play aggressive as her damage is equivalent to the damage of starter mages.
    The ability to fly also means that she almost always will be attacking from up-hill which means that you're effectively dealing 150% damage with every attack. (it also lets you completely ignore Rain of Fire, and bait it)
    On top of being the only regiment with the ability to fly over terrain she's also the only regiment able to restore health to other regiments while in combat.
    Current Update: Surprise! MF is still sitting on #1… Yea, that’s probably not a surprise for most of you. :p
    Even with GG entering the game (and being quite a force to be reckoned with) this regiment still stands strong.
    Turns out that when a regiment has 2 good things that you want (healing and flying) and NO other regiment in the game has those things… Well, you probably want that regiment.
    I don’t actually think that MF being a “every player should probably go get this" regiment is due to her being too strong - It’s just that she’s the only healer in the game.

    2. Gozura's Gunners (GG)

    Regiment Explanation: Currently the only regiment with an attack range of 4 in the game - Having so much range means that GG can out-gun every single other regiment in the game as she gets to attack first almost every single time. (Unless you screw up ofc)
    Gozura's active ability Goblin Missile lets her fire off a Archer regiment at a enemy unit or empty tile and deal 75% of her damage if the target is a enemy regiment.
    Her passive ability Battlecraft is currently not very impactful, but has potential to become great once more regiments are introduced.
    GG biggest weakness is that she's only able to move 2 hex-tiles per turn.
    Current Update: Back when the previous list were made Gozura were still new-ish to the game. - This meant that most players still weren’t quite sure of her strength nor exactly how she worked due to lack of experience with her.
    As it turns out she looks impressive pretty much every time she pops up which is why she’s moving all the way up to S-tier - Her massive range along with the ability to make a goblin seems to completely make up for her lack in mobility.
    It were also “discovered” that the amount of goblins spawned scale with how much damage she does... And the players that have more experience with GG says that this WORKS WITH CRITS? (which is stated absolutely nowhere in-game, even though it’s super relevant information btw...) This means that if you hit a crit when using a upgraded weapon you can spawn something along the lines of 900-1300 goblins which can completely change the pace of a fight making rough fights into freebies. - The goblins also have the active ability of LC (again, no information on this in-game at all :p ) which means that you even get to cripple an enemy regiment if the goblins survive.
    Sometimes you can just R1 spawn an archer on a empty tile, R2 cripple a problematic enemy, shoot someone with Gozura from far away and realize you’re effectively playing 6v5 with a regiment that is a below average on your side.
    (Sidenote: She’s also a really good fit for the “glass-cannon" strategy/army comp)

    3. Lela's Archers and Carenfort Archers (LA + CA)
    Regiment Explanation: ''The Starter Archers'' their active ability Rain of Fire (or RoF) is one of the best abilities - if not THE best ability in the game.
    Rain of Fire allows you to completely cripple the opposing army, while zoning them away from your own. This means that you will get to fire away at them when they're caught in the fire, and that you get to have first move almost every time.
    Their passive ability ‘Evasion’ isn't all that great as it only really does something gainst other archer and mage regiments, but this is made up by their active being so strong.
    The main weakness of the starter archers is that they can be picked off quite easily by mounted regiments if you’re not careful, but it can usually be avoided using RoF.
    Current Update: RoF is still a core part of the game, and that doesn’t seem like it will change anytime in the near future. - Which therefore also means that LA and CA won’t be leaving the upper tier of regiments either.
    Not a whole lot more to say. :p
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    A-Tier Regiments:
    4. Royal Pikes and Pikes of Xataka (RP + PX)

    Regiment Explanation: Aka ''The Starter Pikes'' are a regiment with most of their power put into their active ability, being able to swap tiles with a enemy regiment is really powerful due to Forests, Villages, Swamps and up/downhill bonuses. The damage dealt by the ability is also applied AFTER swapping which means that you deal more damage if the target is in a forest or uphill than a regiment like Starter Riders would have done.
    Outside of their first ability RP and PX are just decent regiments with medium in almost every stat which makes them fairly flexible as they can both play a defensive tank-ish role and an aggressive fighter role.
    Their passive Protected Flanks doesn’t look very strong at first, but can add a noticeable amount of damage if you position your regiments correctly.
    Current Update: RP and PX move up to A-Tier for this update, they’re surprisingly good at killing off archers. (the AI has a bit of a habit with placing their archers on high-ground which the starter pikes love)
    They’re not just good against Archers, but also shine against the common mounted regiments. - And since Guardians miss in a lot of enemy armies the Pikes natural counter are kind of gone.
    This means that the only real weakness of running Pikes right now are Mages. (I recommend that you just strap them with full physical armor and then just deal with Mages using Archers - this will make them able to tank a lot of damage while still having relevant damage to deal)

    5. Savant Mages and Forbidden Mages (SM + FM)
    Regiment Explanation: Aka ''The Starter Mages'' are all about dealing a ton of damage; and they're really damn good at it. - But in order to balance this they’re very squishy and get obliterated by archers that also out-range them.
    To put it shortly: They're the glasscanons of WoA.
    Their active ability Lightning Nova is a high damage AOE that's capable of dealing huge amounts of damage to the entire enemy army when fully charged. (which takes 3 turns)
    Their passive Counter Shock isn't too bad either, just remember that it's damage is dealt AFTER the Mage's have taken damage from the attacker which means that if it kills them the passive doesn't do anything.
    Current Update: The explosive Mages that is SM and FM drop slightly down the list for this update, as they watch a weird goblin-formed object being fired at their face from half a mile away (gift wrapped with a small card saying “from Gozura")
    This doesn’t mean that you should underestimate these magic-users at all though. They still can and WILL blow entire armies up once their active gets charged up. Which also is why they make for a great “max this regiment first" choice since all you need to do if your Mage is slightly ahead of every other regiment is to keep them alive and wait for the Nova to charge.

    6. The Rough Riders and Riders of Torga (RR + RT)
    Regiment Explanation: Aka ''The Starter Riders'' these mounted regiments main “sellpoint" is that they’re EXTREMELY mobile.
    Their active ability pushes an enemy regiment backwards, taking their spot and dealing damage to them. - The big downside of the ability is that it deals damage BEFORE pushing the enemy regiment, which means that if the enemy regiment were positioned in a Forest your damage will still be reduced by a 50%.
    The main use for RR and RT is to pick off the enemy backline of archers and mages which they do very well.
    Current Update: With archer and mage regiments running around everywhere RR and RT are very happy regiments - They have the best back-line reach in the game, and are at the same time also some of the best at getting away and riding off to a village if they survive their dive into the enemy ranks.
    ________________________________________________________________________
    B-Tier Regiments:
    7. Free Knights (FK)

    Regiment Explanation: This regiments active ability Monster Slayer is what he’s all about, it increases his offensive bonuses by 100% against non-pike regiments with less soldiers than him. This is GREAT against giant-regiments. (currently that’s: GG, TSG, TPB and GH, but more will most likely be added in the future)
    FK’s passive makes him deal more damage when attacking a enemy on a plain tile.
    Current Update: Former A-Tier member FK moves a bit down the tier list and drops to B; he’s still not bad, but he has a hard time finding his ‘monsters to slay’ since most of the targets for Monster Slayer aren’t being used too much. (GG is probably his best target, but she can be hard getting in range of without being blasted to bits beforehand)

    8. T'rut's Brigade (TB):
    Regiment Explanation: TB’s active ability lets him hit a guaranteed crit on a damaged enemy regiment - This can deal a large amount of damage if your weapon is a maxed out low-crit% high crit damage weapon.
    His passive has a bit of synergy with his active since it helps him stay alive for when a enemy regiment is damaged and therefore makes him a threat until every last soldier in the regiment is dead.
    Current Update: TB rises from the C-tier up into the B-tier, this is due to him doing well against mounted regiments and his fellow pikes too as he deals more of a punch when he gets his active off. Once you have a fully upgraded weapon that fits him, it’s very difficult to find a regiment that he won’t just end in one large smash.
    He also works great within archer heavy army comps due to them being activators for his ability (same goes for TPB)
    Oh, and did I mention that this guy is by far the best looking orc in the game? :cool::cool:

    9. Toom-Pah's Bunch (TPB):
    Regiment Explanation: TPB is a very tanky giant regiment with a health pool almost as large as his own belly. (don’t tell him though)
    His active ability is not insane, but not bad either - as long as you make sure not to hit your own regiments with it.
    His passive ability is (like with every other “Crowd Control" tank in WoA the main reason why you use him. It’s great for keeping enemy regiments from your backline and also have a bit of synergy with his active since enemies often will clutter up around him.
    Current Update: TPB the highest rated Guardian regiment on this list (with KG only slightly behind)
    This is largely due to his active being a pro-active ability. (as opposed to a regiment like DG who has a reactive ability meaning he needs his opponent to do specific stuff for him before he becomes good)
    His active is also a surprisingly good activator for T’rut’s ability on some maps and backed up by a Maiden’s Fairy regiment they become a very scary frontline. (you can’t really kill them because MF will heal them and TPB is super tanky, you can’t get past them either due to ‘Crowd Control’ and T’rut delivers on the offensive since he can just delete a regiment damaged by TPB’s active with his guaranteed crit)
    It’s hard to beat this without killing MF with an archer - Which is why the job of the last 2 regiment you chose simply is to kill archers.
    ________________________________________________________________________
    C-Tier Regiments:
    10. King's Guard (KG):

    Regiment Explanation: Is a tank regiment with the active ability of locking a enemy regiment completely in place for one turn. This can be used to keep a enemy archer regiment from casting RoF or for keeping any problematic regiment in place.
    His passive ability is (like most tanks in WoA) “Crowd Control" which makes enemy regiments unable to walk past him - This is mostly used to keep enemy regiments from reaching your backline.
    Current Update: The primary purpose of KG right now is to lock a annoying front line regiment down. (it can also be used to lock down an enemy archer - but often that will mean that you’re not utilizing his Crowd Control passive to keep your backline safe, in which case; why are you using this guy instead of something that just kills the archer?)

    11. Dark Shaman's (DS)

    Regiment Explanation: This is probably the hardest regiment to place in the game as the majority of his regiments damage comes from the % health damage dealt by his active and passive - This means that you don't actually need to upgrade him more than to the point where he gets his abilities unlocked, it also means that even if he's oneshot in a fight you can still just use him in the next fight without waiting for the recovery timer.
    Current Update: Dark Shamans used to be placed higher on the Tier List, but due to both having 'ads for life' and Maiden's Faeries in the game you often don't need him as a ''stand in'' regiment anymore.

    12. League's Crossbows (LC)
    Regiment Explanation: This regiments strength lies in locking down a single powerful enemy regiment from a distance, this is useful for keeping enemy rider regiments in check so they can't reach your backline and keeping Starter Mages from using their ability as it won't be able to hit all of your regiments if the mage can only move 1 tile forward.
    Current Update: The majority of players consider the starter archers to be the superior archer regiment, and now GG is in the game as a great option too - LC is still not bad at all, and can still be used in “glasscanon” comps to deal with problematic regiments.

    13. League's Predator's (LP):
    Regiment Explanation:
    This guy's primary purpose is to kill bosses; which obviously isn't a thing you get to see in PvP battles... The best use for his active ability is to take out the strongest enemy regiment or their tanks as you only need to hit it once with this and then you can focus on the other enemy regiments instead as it will bleed out by itself. - But in the time where the regiment bleeds out it can still move around, attack your regiments and most importantly: crit.
    His passive is nice if you’re using starter archers in your army, as it makes him semi-tanky - But outside of that it’s only really good for “last stand” fights where he’s placed in a village.
    Current Update: Not a lot has changed for this guy since the last update - He still has a hard time finding his spot in the game.
    Maybe in the future we will see some kind of boss competition where a bleed-effect strategy will emerge? :p Until then this guy will most likely continue to find himself near the bottom of the tier list, being overshadowed by most other regiments.

    14. Dewport Guard (DG):
    Regiment Explanation: Aka ''Starter Guardian'' the main problem that this guy has is that he needs to take damage for his active ability to be useful at all, which is a really large problem as you often will end in a situation where he's either not damaged enough - or already dead.
    He has “Crowd Control" as his passive which is the main thing that he has going for him.
    Current Update: Currently just a ‘Crowd Control’-bot. He can in theory be used as a “tank some dmg, then go 1 for 1” regiment, but it’s not very reliable.
    ________________________________________________________________________
    D-Tier Regiments:
    15. Drrakha's Tribe (DT):

    Regiment Explaination: DT’s active ability attacks a enemy regiment and heals him for the damage dealt. His passive makes him deal extra damage while on low health.
    Current Update: In short he suffers from the exact same problems as DP suffers from (either not being damaged or being dead), but on both of his abilities. - Which is why he’s placed in D-Tier.

    16. Two-Skull's Gang (TSG)
    Regiment Explanation: TSG is the ''tank mage'' of WoA… Unfortunately for him he’s not actually very tanky, even though he has a large health pool. This is due to archers being very popular and him being a REALLY easy target for them since he needs to be in the frontline to deal damage and they have class bonus vs him.
    His passive is very specific, it’s useful against mage-heavy comps, but non-existent against others.
    Current Update: This two-headed ogre’s low mobility turns out to hurt him more than what I had first thought it would. (doesn’t help that GG with her massive range entered the game and is starting to catch on either :p )
    His only real spot in the game right now is against armies that are very mage-heavy and have no archers to treat him. - Which is a rare sight.

    17. Grubaks Horde (GH):
    Regiment Explanation: Sigh... Why does this guy even exist?
    GH’s active ability deals damage to himself (yes that's right, he's literally killing himself) and this is where you would think that it would have a REALLY strong effect since it has that kind of downside… But it’s just not all that strong at all. - He just hits an enemy and all regiments around it for 85% damage, which isn't a lot since he's a Guardian.
    The only thing that this guy has going for him is that his passive protects him from archers. - Now this is where you think for a second and you realize; You could just use something that kills the archers instead.
    Current Update: Please god, either show this guy some love or just rework him.
    Right now he’s a complete joke that just cuts off his own arm with his ability that isn’t even strong in order to make up for the self-damage.
    It doesn’t matter whether you just change his ability to deal 100% damage and 50% to himself, make him gain armor for the round he uses the active so he doesn’t kill himself completely or whatever you decide to do - but do something.
    ________________________________________________________________________
    [​IMG]
     
    Last edited: Aug 6, 2018
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  3. Mark Engle

    Mark Engle Well-Known Member

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    Always hating on DT. Sigh.....:(

    Put TSG in the F league with GH. They stink. Stink, I say. Stink.
    They do excel at riding in the Sky Arch. I'll give them that.

    Good write-up, tho.:(
     
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  4. Anton Amby

    Anton Amby Well-Known Member

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    Yea, I probably won't become a big fan of him anytime soon unless they do some crazy stat-buffs on him, add a regiment that has good synergy with him or something like that... :( (which is a shame since he's one of the regiments that have a bit more of a special theme going for him)
    I have a natural hate for reactive strategies (since I'm a former Hearthstone nerd) which doesn't really help my look at him either. :D

    I were actually thinking about throwing TSG down there, and the only thing that really kept me from doing so is that I've never experienced a maxed out version of him so I weren't really certain of how much damage he would do. - There's probably a reason as to why I've never seen that though. :p (might move him down just above GH in the VERY near future)
     
    Last edited: Jul 26, 2018
  5. Mark Engle

    Mark Engle Well-Known Member

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    MF+DT= healthy, frenzied warg riding nastiness

    Or DT+village

    It's ok, you'll change your tune eventually ;)

    The lure of the Dark Side
     
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  6. Uijo

    Uijo New Member

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    My top 3 units in order are Maiden Fairies, Dewport Guard, and Savant Mages. After that I use Lela's Archers and the fith is usually the Rough Riders or a pike but I dont care that much. I will still fight a battle if the fourth of fifth units are damaged since for me they dont do much anyway.

    The healer and the guard combo has enabled me to win boss fights early. I cleared GB's camp with rank 10 units, I am not sure if the same can be achieved without a guard. The DG's skill redemption skill can be the difference between a win and a loss. Having tiers like this implies that an S tier unit is significantly better than the a D tier when I think class for class they are pretty similar. The DG has identical health to KG?

    For newbies, a bigger problem is winning a battle and then waiting for units to recover. I would sacrifice a crushing victory so that my core 3 units are healed up so I can play the next match without watching an ad.

    I can see how later on a guardian in pvp might not be preferred but for now the DG is in my top 3, using him to protect my squishy mages.
     
  7. Anton Amby

    Anton Amby Well-Known Member

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    This list is made with a "later in the game" kind of view (and also doesn't look at the boss fights - against bosses some regiments that are weak in PvP will shine) since you won't be able to compete in PvP at a high level before you have 5 maxed regiments.
     
  8. Uijo

    Uijo New Member

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    I came across this thread early on and thought that since the DG was a tier D unit it must be significantly worse than the other units stats wise which is not the case.
    After they get the better idea, they should then ignore this ranking because it doesnt really apply to them? I write this because I don't want other newbies to fall for the same mistake I did training certain units over others.
     
    Last edited: Jul 25, 2018
  9. Anton Amby

    Anton Amby Well-Known Member

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    There aren't really any regiments in the game with far worse stats than other regiments within the same classes (other than FK and DT who is slightly more tanky than starter riders and some giant regiments, but they often have weaknesses like reduced movement to make up for that) - What really makes or breaks a regiment is their abilities.

    Early on in the game you can do well with almost any combination of regiments - You could probably take the bottom 5 regiments of this list, make them your main army (a bit extreme since there's no ranged regiments between them which probably would slow the progress "a bit" :p ) and you would still be able to get through the early game just with the stats of the regiments.
    Once you then reach the later stages of the game you would be real sad having spent a bunch of money and time upgrading and leveling regiments like; TSG who would never get an attack off due to his low movement and weakness to archers, LP who's active would be too slow to have any real impact, or DG who would only get to use redemption at rare occasions, since he'd either be dead or would have taken too little damage for it to be good. (the reason as to why I originally started making these threads were newer players coming to the forums asking "what regiment/regiments would be good to focus on getting to 5* first)

    All of that said you shouldn't let other players tell you what to play - If you enjoy using DG and he fits your playstyle, then he might just be the regiment for you. :)
     
    Last edited: Jul 25, 2018
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  10. Jesper

    Jesper Well-Known Member

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    I looove DG. Together with MF he’s really nice. :D
     
  11. Anton Amby

    Anton Amby Well-Known Member

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    Update: TSG moved to down to D-tier.

    Well, I guess we say the whole "you should use the regiments that fit your style" thing for a reason :)
    I'm just writing these from the experience that I have and I've never found DG to be particularly strong (neither when using him on my previous account nor when playing against him with my current one) - But maybe you guys know something that I don't? :D (well, I'm certain that Jesper know A LOT of things about the game that I have left to learn :p )
     
    Last edited: Jul 25, 2018
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  12. Uijo

    Uijo New Member

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    I am arguing that without a guardian in your top 5, clearing the map will be harder and as a result will require higher ranked units.

    The DG is a tank, he is literally the last unit likely to die. That is the point of a tank, to sacrifice damage in exchange for health. I doubt a mage that has the same rank can one hit him. If a mage can then the mage can one hit any unit since guardians have the most health. If he gets down to low health, his redemption skill is devastating, it can half kill a boss.

    Like i said before, i cleared the GB camp using rank 10 units, I imagine it would have taken me considerably longer if I chose a non guardian to be in my top 5. I have not come across a crushing victory in PVP so i think players can take their time. A strategy I use is to find a good place to defend, and let the enemy come to me using the guardian to protect the mages so for me the DG is crucial and with this strategy, I generally dont have to wait too long for my units to recover from their last battle, compared to running in with pikes and knights. Given the rock, paper, scissors element to the game, some situations require the rush tactic though, which is why i would also put RR in the top 5 too.

    This thread is based on your opinions and experience of the game. The different tiers to me was misleading, it made me believe that DG was significantly worse than all the other units stat wise. From my experience, I would highly recommend using a tank, whether it be DG or TPB, although i do not have experience with other tanks so I dont know how they compare, but my gut feeling is that they are all similar if not identical.
     
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  13. Mark Engle

    Mark Engle Well-Known Member

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    There is a thread in the Tactics session regarding the tanks.

    https://forum.warlordsofaternum.com/index.php?threads/what-guard-should-i-upgrade.7684/

    DG is regarded as the least useful tank. (Nobody even considers GH.)

    I cleared the map and beat the bosses without DG. He stinks. Stinks! In fact, he is the pilot of my ride in the Sky.

    His only redeemable characteristic is he can make a good case for a spot in your defensive top 5.
     
  14. Spiderman

    Spiderman Active Member

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    A mage can (especially on a hill), that's why he's got them ranked as "A".

    Don't get me wrong, I have my DG maxed out as well and I almost always bring him to "counter" Pikes. Before the update and while I was rising through the ranks, I upgraded and concentrated on the original five (for Balance! :) ) And I use him for the reasons you mention as well - for bottlenecks and when backed by an MF, he can cause quite a delay.

    But I don't have have Toom-Pah upgraded so perhaps he'll take its place when I do. But until then, I'd rank him as probably B rank - I'd still choose Pikes or some cavalry over him when it comes down to slots.
     
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  15. Jesper

    Jesper Well-Known Member

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    TPB is a great tank with a decent attack against many. DG is a great attack with decent attack against one - in the secind or third round. Admittedly I may only like DG because it does not matter (much) to me if he goes in recovery. As long as he protects my MF, GG, and my two archers basically everybody else is replaceable.
    I would not suggest to build up DG as one of your first 5 that you highly depend upon. ;)
     
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  16. Anton Amby

    Anton Amby Well-Known Member

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    Warlord Level:
    23
    Alliance:
    WLI
    Clearing the map isn't part of this Tier List though, since that is something that you eventually will do anyway, the focus is PvP - I had the whole map cleared before I even got my second 5* regiment and I'm not even all that fast. :)

    A mage CAN 1-shot any regiment in the game with a crit (running the high-crit weapon + high crit% banner which everyone does) once they get maxed out. :p (and even if they don't crit it often only require's 1 more hit from any other regiment)

    Sry if I made you believe that, but I don't think I wrote anything like that anywhere. :p
    Will write in a extra explaination to make sure that no one else gets confused by that in the future. :)
    I would agree that it's good for every player to have a tank (since they can be good against the right army), but I don't think it's essential. - I would recommend using TPB (think he's by far the best tank, and the fact he's expensive won't matter as much as with other giant regiments, because you can use him as a loot wagon gold generator once you get to the kebab upgrade since it's the most expensive in the game) or at least KG over using DG or GH.
    But then again, that's just my opinion - As I said before you shouldn't let others decide how you chose to play the game. ;)
     
    Last edited: Jul 26, 2018
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  17. Lesterio

    Lesterio Active Member

    Joined:
    Jun 13, 2017
    Messages:
    249
    As many other warlords have mentioned before, it's all about personal tactics, strategies and preferences. From my very first day of warlording I have never used tank units and still was pretty successful in the game. Even now, when battles take on average more rounds and I have all my regiments at 5*, I still prefer to use MF, mages, archers and pikes upon riders and defenders.
     
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  18. Guru

    Guru Active Member

    Joined:
    Mar 9, 2018
    Messages:
    152
    Same here, just when I got MF, got her a bit upgraded and dumped tank unit straight away. I'm not far from 5* as well, but I still prefer MF, archers, mages, pike.
     
  19. Jesper

    Jesper Well-Known Member

    Joined:
    Jun 14, 2017
    Messages:
    291
    I think it boils down to either use RoF or tanks to protect your soft units. Both are valid tactics - for me this depends on the map I‘m playing.
     
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  20. Jin

    Jin Well-Known Member

    Joined:
    Jun 13, 2017
    Messages:
    1,208
    Please don't forget that the more variety your regiments, the more variety of tactic you can employ. I think I demonstrated that well enough on the P.vP videos I posted in Tactics & Stategies.

    A few sessions ago I've to use the army combo of GG(4*), LP, FK, DG and MF on map Ogur's Hill facing an armed to the teeth AI army. I won but got 3 regiments ko. I didn't take a video but it would have been perfect to showcase that non-ideal army combo still can win but you got to prepare to lose regiments in the process.
     
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