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Regiment Tier List [Updated for 0.65] - The Xatakan Empire

Discussion in 'General Discussions' started by Anton Amby, Apr 12, 2019.

  1. Anton Amby

    Anton Amby Well-Known Member

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    How to use the Tier List, and what is it for:
    Greeting Warlords! Welcome to my Tier List for update 0.65.

    The main purposes of the 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 with mediocre abilities), and for the older Warlords to discuss and/or share their thoughts on the topic (and other topics if they’re relevant ofc)
    - The regiments within the same roles almost all (with a few exceptions being some giant regiments along with a few mounted ones) have near similar stats. For example a mage in the S-tier and a mage in the C-tier can have the same amount of attack, health, base armor and so on - the thing that places them in different tiers is their abilities.

    In case any of you would prefer to read this thread in doc's (should have an table of contents, but no images) here's a link for that: https://drive.google.com/open?id=1TZqyxJIIuXl1Jtcxj0fvpX-TwRkfATsMbO1fy7IzBNI
    ___________________________________________________________________
    Explanation of the different Tiers:
    S-Tier: These are by far the most powerful regiments in the game, they often have little to no weaknesses with very powerful abilities and will improve almost any army combination that you chose to put them into.
    A-Tier: 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 can be found here: https://forum.warlordsofaternum.com...ment-roles-and-common-army-combinations.7033/
    ___________________________________________________________________
    The explanation for each regiment in this Tier List is 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 makes it a bit easier to read, and also makes it easier for me to make new Tier Lists since I can re-use a lot of the information stated in the ‘’Regiment Explanation’’ parts.
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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 in the thread on the forums. :)
     
  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. Due to this she’s 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 close to that of the 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 bait and ignore Rain of Fire to some extent)
    Current Update: MF is still holding the spot as my #1 regiment in the game and she can fit into almost any army composition.
    With the introduction of PES (Priests of the Eternal Sun) MF is no longer the only regiment in the game with the ability to restore health to other friendly regiments, but she’s still the best at her job - Winning fights by simply outlasting your opponents. Her active ‘Tree of Healing’ combined with her passive ‘Healing Presence’ means that she can restore an almost absurd amount of health to her allies if a fight ends up being dragged out for a bit.
    It’s also important to mention that MF essentially is a must-have if you want to beat high stronghold levels, since you will be facing regiments with larger and larger pools making a lot of the fights last for a lot of turns.
    As I’ve said before I don’t think that the reason MF is at the top of the Tier Lists every time is due to her being too powerful - It’s just that there aren’t really any regiments in the game that are able to compete with her when it comes to winning long fights.


    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 at almost all times. (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. The The amount of Goblin spawned by the missile depends on damage done (work with crit and uphill bonus but is in turn also weaker against enemies in forests)
    Her passive ability ‘Battlecraft’ makes all of the Orc’s and Goblin’s on her side deal 5% extra damage.
    Current Update: GG biggest weakness is that she's only able to move 2 hex-tiles per turn, however this weakness is mostly negated by the fact that she can gun down enemy regiments from super far away. In theory you can shoot enemy melee regiments with a movement of 3 (meaning Pikes a Guardians) twice before they even get to reach you, and even more if you combine her with something like the starter archers.
    However her long range isn’t the major reason as to why GG is placed in the S-tier (which is pretty crazy btw) - The thing placing her so high up is her active ability ‘Goblin Missile’ which can both be shot at enemy regiments, but also just be used on a empty tile on round 1.
    Being able to use her active on empty tiles and still spawn an archer means that if you’re out of range or simply don’t want to move forward on turn 1, you can simply add another (slightly less powerful) regiment to your lineup, effectively making your 5-regiment army into a 6-regiment army.
    The Goblin spawned by her active even has the active ability of LC known as ‘Crippling Shot’ which lets you reduce an enemy regiments movement to 1-hex for a single turn giving GG even more room to fire away at a safe distance.
    When you include GG into your army you shouldn’t think of it as if you’re just adding another regiment - Because your adding two.
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    A-Tier Regiments:
    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 - arguably 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 against 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: I still rate the Starter Archers among the top 3 best regiments in the game, however I don’t feel like they’re quite at the level of MF or GG.
    Their active ability ‘Rain of Fire’ or in short ‘RoF’ is to this day still a core part of the game, but it has a hard time when going up against IR since he can remove the effect from the battlefield. (and IR has a very high AP so he will often be found among the enemy ranks during the later stages of the game)
    The main reason that I think that the Starter Archers belong in the A-tier rather than the S-tier is that their passive is rather insignificant and rarely has any major effect on the outcome of a battle. It’s made for countering ranged regiments, however enemy Archers can walk into melee range to completely negate the passive and by the time an enemy Mage would reach your Archers the battle will usually already be decided or the enemy Mage will be dead.
    It should be said that against opponents without IR in their lineup RoF is still an incredible tool for taking control of the battlefield and/or isolating a portion of the enemy army.


    4. Dark Shaman's (DS)
    Regiment Explanation: Dark Shamans are the evil twins of MF, when MF puts a Tree of Healing down to help her allies, Dark Shamans put down a Tree of Corruption to destroy his enemies, when MF uses her Healing Presence to help out her weakest ally, Dark Shamans instead use their Tainting Presence to rip through the health of the weakest opponent.
    The thing that makes DS unique is the fact that both of his abilities deal % max health damage. This means that even if DS is killed during a fight you can usually still use him in the next one without problems since the damage of his abilities don’t change whether he has max-soldiers or just one.
    Current Update: Dark Shamans move up by a lot, they’re both good for PvP as long as you use them correctly (have their Tree of Corruption either block a dangerous enemy or have it live multiple turns) and he’s an absolute must have for high-level Stronghold battles (almost as essential as MF)
    One of the amazing things about DS is that even if he ends up dying during a battle, you can still use him in the next one without having to heal him since both of his abilities are % health based. Simply getting off one good Tree of Corruption and a proc of his passive can be more than enough to completely turn a battle in your favor.

    5. T’rut’s Brigade (TB)
    Regiment Explanation: TB’s active ability allows him to hit a guaranteed crit on a enemy regiment as long as that regiment is damaged. His passive makes him take less damage from the first attack every turn.
    TB is what I would call a ‘’late game regiment’’, during the early to mid game TB is kind of whatever and usually doesn’t feel very powerful - But once you equip this guy with a Maxed out 15% crit weapon his power increases by a lot.
    Current Update: TB moves up by a good bit, his active ability is super strong for focusing down problematic enemy regiments after they’ve been hit by your RoF or another AOE effect like PES’s ‘Illuminating Cascade’ and his passive means that he’s very likely to live for long enough to get his active to hit.
    It’s not unlikely that you will see TB 1-shot enemy mounted regiments with his active every now and then (especially if you manage to get the attack off from up-hill)
    Turns out simply adding 520k damage to an attack is a pretty powerful effect - Who would have known. :p
    - It should be mentioned that I don’t recommend that you make this guy a part of your main army during the early game, he’s rather expensive to level up and doesn’t offer all that much for the cost.


    6. Savant Mages and Forbidden Mages (SM + FM)
    Regiment Explanation: Better known as ''The Starter Mages'' SM and FM are all about dealing a ton of damage; and they're really damn good at it. But in order to balance their damage 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 the worst passive, but also nothing special apart from when it crits. A important thing to remember about their passive is that the damage is dealt AFTER the Mage's have taken damage from the attacking regiment, which means that if it kills them the passive doesn't do anything.
    Current Update: The Starter Mages fall a bit lower down the Tier List during this update, mainly due to the fact that PES now exists in the game. PES will usually be better for your composition if you’re looking for a single glass-cannon regiment due to her being more flexible, however if you want two glass-cannons it’s a completely different story. SM + FM in the same army is still a force to be reckoned with if you build your composition around it and know how to pilot it properly. - If SM and FM both get to charge up their active to max or near max without taking major damage you can just blow up the entire enemy army in one turn and then do clean-up (if there’s anything left) on the following turn.


    7. Priests of the Eternal Sun (PES):
    Regiment Explanation: PES is one of the new regiments introduced with the Xatakan update, she’s a mage and the second regiment in the game with the ability to restore health to other allied regiments.
    Her active ability ‘Illuminating Cascade’ creates links between allied and enemy regiments restoring health to her allies and damaging the enemies.
    Her passive ability ‘Divine Presence’ makes her and her adjacent allies take 20% less damage from Desecrated enemies.
    Current Update: With PES being introduced to the game MF is no longer the only regiment in the game with the ability to heal friendly regiments, however MF’s healing and PES healing are very different. Where MF is a ‘’sustain healer’’ that slowly restores health over time, PES on the other hand is more of a ‘’burst healer’’ that heals in one big wave.
    As mentioned above I look on PES as a better burst-mage than SM/FM if you only want one for your main composition. This is mainly due to the fact that PES is more flexible since you can both use her active as a ‘’budget Lightning Nova’’ but also as a burst heal for your regiments.
    The main thing that drags PES down is the fact that her passive doesn’t really have any effect unless you’re fighting in Xatakan (and Xatakan don’t have neither PvP spawning in it nor a Stronghold as of right now so you won’t be battling there a whole lot) - If her passive had a bit more of a impact (like any at all) on normal maps she would probably be rated above the Starter Mages.
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    B-Tier Regiments:
    8. 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’ adds 10% to the Starter Pikes defense and damage for every adjacent friendly regiment.
    Current Update: The Starter Pikes move down to the B-tier for this update, one of their main objectives during the pre-Xatakan WoA was to hunt down foolish Starter Archers that had places themself in forests or at the edges of uphills thinking that they were safe along with mounted regiments. - But with IR being introduced into the game there’s not nearly as much of a need for someone to kill Starter Archers before they can cast RoF, since you can just remove it with IR’s active and then move your regiments freely again. Starter Pikes natural prey (Starter Riders) are also not super common to see due to the fact that they have a rather low AP and not all that many players are choosing to pick up FK either.
    All of that said RP/RX still aren’t bad regiments at all, and their active ability is still very powerful on maps with a lot of uphill/downhill terrain or forests/villages/swamps. Their passive is also very underrated, with proper positioning you can often add a 20-30% and sometimes even 40% bonus to their attack and defense, which is quite powerful. (it essentially makes them tanks that deal damage)

    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 sits around the same spot as he also did during the last tier list, he’s considered the best tank by a lot of players (also the most defensive one), and his active is pretty decent - Mainly because it does AOE damage in a 1-hex radius around him which works well with other AOE regiments and also TB.
    Keep in mind that if you’re facing an enemy FK it may be better to put in another Guardian regiment instead (if you have one available) since TPB doesn’t enjoy having ‘’Monster Slayer’’ used on him (especially not if it’s from uphill)

    10. Imperial Roc (IR):
    Regiment Explanation: IR is one of the new regiments added to the game in from the Xatakan Empire, he’s a Archer regiment and his active ability ‘Purifying Light’ removes all battlefield effects, summoned trees, debuffs on allies, and buffs on enemies from the battlefield on use.
    His passive ‘Snappy Beak’ gives him a 50% chance to launch an extra attack when attacking an enemy regiment from melee range.
    He has a movement of 4 hexes a turn and a range of 2 hexes.
    Current Update: IR is a mobile Archer regiment whose main function is to beat up the Starter Archers along with DS and MF. His active removes their active abilities from the battlefield when used, and his class along with extra mobility means that he’s perfect for hunting down mages like DS and MF.
    His passive also makes him have a even greater time against the Starter Archer since once he moves into melee range it disables the enemy Starter Archers passive ‘Evasion’ (since the attack is no longer ranged) while at the same time enabling his own passive.
    The main weakness of IR is that when facing Pikes, Guardians or Mounted regiments he can often have a bit of a hard time not going down due to his low range.

    11. 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 at some point in the future)
    FK’s passive makes him deal more damage when attacking a enemy on a plain tile.
    Current Update: FK sits near the bottom of the B-tier, he’s having a hard time finding great targets for his active which is limiting him by a lot. His passive ability is still pretty decent, but in order for him to rise towards the top again he would need a couple more ‘’monsters to hunt’’ - Currently his only real targets are TPB and GG since GH and TSG aren’t used a lot. (and GG can often be very hard to get to)


    12. 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 on your army or for keeping any problematic regiment in place.
    His passive ability is (like most Guardians 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 (like a mounted regiment or a pike that wants to get into your backline) and keep them in place with ‘Crowd Control’ so that your backline can feel safe.
    KG’s lock can (as mentioned in his regiment description) also be used to lock down an Starter Archer, Starter Mage or another regiment that you find problematic - However you need to keep in mind that doing this means your ‘Crowd Control’ may not hold back the enemy frontline anymore which could end up giving the opponent free access to your backline. (which you obviously don’t want)
     
  3. Anton Amby

    Anton Amby Well-Known Member

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    ___________________________________________________________________
    C-Tier Regiments:
    13. 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 utilizing his mobility as a mounted regiment.
    Current Update: RR and RT fall down by quite a bit since they’re not as needed for killing enemy Archers before they get to cast RoF anymore now that IR is in the game. Their huge mobility is still decent for taking down squishy enemy mages (like PES or the Starter Mages) before they get their active abilities off, but that’s about all that they’ve got going for them currently.

    14. Dewport Guard (DG)
    Regiment Explanation: Aka the ''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: DG is a decent ‘Crowd Control’ guardian that can kamikaze once damaged in the late game when you’ve already got a fairly wide army, I would however not recommend upgrading this guy as one of the members of your main army during the early or mid game.

    15. Drrakha's Tribe (DT)
    Regiment Explanation: DT’s active ability attacks a enemy regiment and heals him for the damage dealt.
    His passive makes him deal and receive extra damage while on low health.
    Current Update: DT’s main weakness is that his active needs him to be damaged before it’s good, the main idea that you get from looking at DT is ‘’get him to 40% health so his passive activates and then use his active ability to heal him up’’ however you don’t actually deal a lot of damage with him once he only has 40% of his health left and therefore he also doesn’t heal all that much. You can in theory use other healing regiments like MF or PES with him to heal him as/after he reaches 40% and then use his active, but at that point he’s receiving 20% more damage so he has a hard time actually surviving to protect your squishy MF/PES.

    16. League's Crossbows (LC)
    Regiment Explanation: This regiments strength lies in locking down a single powerful enemy regiment from a distance using his active ability, 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.
    LC’s passive ability is the same as the one of the Starter Archers (LA/CA)
    Current Update: LC move down to the bottom of the C-tier, he’s simply inferior to the Starter Archers in almost every way, and GG can basically summon a copy of him for free using her Goblin Missile making him the least powerful archer in the game.
    ___________________________________________________________________
    D-Tier Regiments:
    17. League's Predator's (LP)
    Regiment Explanation: LP's primary purpose is to kill bosses.
    His active ability ‘Impale’ let’s him deal his normal damage to an opponent and inflict a bleed effect onto them. 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 ‘Embrace the Pain’ makes him take 20% less damage from damaged enemy regiments.
    Current Update: LP still finds himself in the D-tier, his main purpose is to kill bosses - But there aren’t any super hard bosses in the game that you actually need him for, you can beat any boss in the game with any combination of regiments given that they’re upgraded enough.
    His passive works well with RoF, however this isn’t nearly enough to justify using him over any of the higher tier regiments in my opinion.

    18. Necro-Anup Cult (NAC)
    Regiment Explaination: NAC is one of the new regiments from the Xatakan update, he’s a Mage, and his active ability ‘Bottle of Bones’ let’s him push away an enemy regiment to summon a ‘desecrated regiment’ (which are the enemies you face in the Xatakan region) in it’s place.
    His passive ‘Soul Harvest’ gives him 5% bonus damage for each regiment that has died during a battle.
    Current Update: The undead necromancer of Xatakan is having a rough time finding his place in Aternum. His active ability is only castable when you walk him into melee range of an enemy regiment, which obviously isn’t where you want your squishy mage regiment to be.
    His passive is actually good if you use him together with GG and can make him deal a lot of damage once both the goblin from GG, his desecrated regiment and an enemy or two has died.

    19. 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 at 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: TSG still remains near the bottom of this list right above GH, his low mobility and weakness to archers just hurts him too much.
    I honestly think they could make this guy a unique, good and fun regiment by giving him some more base armor/hp so that he doesn’t just melt from Archers, but for now he’s not very powerful nor fun to use.

    20. 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, this can even crit on 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 whose primary role is to tank for your other regiments.
    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, and include a Guardian with Crowd Control into your army instead.
    Current Update: Grubak still remains unchanged and is therefore still at the bottom of the tier list.
    He’s in need of a buff. Not a lot else to say. :p
    ___________________________________________________________________
    [​IMG]
    Edit: Had to cut the post into multiple pieces due to word limits.
     
    Last edited: Apr 12, 2019
    BlueRuby, Noob, Jin and 3 others like this.
  4. Hackuuna

    Hackuuna Active Member

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    I think this is a great list. I of course disagree with TSG ;) but understand the general placement.
     
  5. Anton Amby

    Anton Amby Well-Known Member

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    Well, disagring with the list is just fine (these lists are just based off where I think the regiments fit in the game from my experience), would honestly be kind of dissapointed if no one disagreed with me on any of the ratings. :p Just out of curiosity, where would you have placed TSG? :)
    I actually like the idea of TSG (as I also mentioned above) - A huge but slow two-headed ogre walking around smashing people into the ground with primal magic - But I just don't see how he's supposed to survive when basicly every opponent has at least one Starter Archer and often also a GG in their top 5+ army. :p

    Personally I just wish they would buff some of the regiments in the game (like every regiment from mid-C down could use a small boost or in some cases large boost imo, but there are some that need the so much that it's not even argueable like Grubak)
    - For example NAC would be a super fun regiment to use and build around if you could use his active on an empty tile like you can with GG (like make a carry build where you try to boost NAC through his passive). Grubak could actually be useable if he didn't smash his own face in with his active. TSG would imo be super fun with just a bit more meat on him. DT would be another regiment that would be really fun to build around if his passive didn't make himself more vulnerable and so on.
     
  6. Benji

    Benji New Member

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    Hi
    Love to read the new updated version and I agree with most parts.
    But I would like to put in that I can kind of understand the tier place of League Crossbows in your own army but I really hate going up against them in the enemy army.
    And thats mainly because they are the only unit doing the logical thing and trying to kill your mages.
    And if that not works they will slow your horse or whatever you try to kill them with and gain an extra turn of mage-killing.
     
  7. Arioch

    Arioch New Member

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    Great list. I agree on almost everything. I would personally rate all guardians higher, but this is probably only for my playing stile. And of course FK would go lower. His active hability can never be used due to lack of targets, and his passive is not bad, but it can't counter the lack of an active.
     
  8. Hackuuna

    Hackuuna Active Member

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    As I think about why I would rate TSG higher I realize it would take a long time to explain all of it which probably means he deserves to be placed in the D category. :) In my book he is above SM/FM.
     
  9. BlueRuby

    BlueRuby Active Member

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    I’m trying to like him, Hackuuna.
    Be very interested in any tips you might share about how to make the most of him?
     
  10. Hai

    Hai Active Member

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    Messages:
    169
    TSG mobility and attack range makes him so bad imho. his active and passive not half bad, but i find it hard to utilize his active.

    i was wondering if TSG goes up a tower... can he gain +1 range?
     
  11. Arioch

    Arioch New Member

    Joined:
    Sep 11, 2018
    Messages:
    15
    No, he doesn't. He has melee range.
     
  12. Hackuuna

    Hackuuna Active Member

    Joined:
    Apr 4, 2018
    Messages:
    154
    To make the most of him you pretty much have to adopt a philosophy of letting the enemy make a first turn of moves where it can't hit you. This way TSG low mobility isn't as big an issue as it is made out to be as most maps make it possible. There are a handful of maps that TSG isn't so useful in and there's no denying the mobility is the reason.

    That said, his passive combined with forest so heavily mitigates magic damage that even a mage crit isn't instant death. If you combine it with additional damage reduction like LP, TB, and RP you're essentially immune to magic damage on those regiments. I've seen TB in a forest with TSG next to him take a 2 million crit and not lose any health.

    His active also works very well in SH where enemy totals are 3000-6000 and you need to rapidly reduce the strength of that regiment for fear that it may one-shot. His active also applies to himself so even though it says "deal 50%" damage it receives the 80% multiplier bonus making it an attack that deals 90% damage, not to mention it can also crit. So not only is his base damage the highest in the game, his active can crit, deals great damage, and allows other regiments to deal great damage.

    If you combine his active with GG goblin spawn you can push out very large stacks of goblins, especially if you have the opportunity to do it on a mage and GG can fire from high ground. It's not uncommon for me to do that on certain maps and see massive goblin stacks that require 3-4 enemy hits to clear in PvP (assuming no crits from them). I haven't tested this yet but I'm assuming this will also work on NAC pushback spawned amounts.

    As far as being a tank is concerned, in SH you have to keep in mind that enemies cap out at 4* strength. TSG performs better in a choke against the three melee types than a guard for a few reasons:
    1. TSG has at most 1571 physical defense, and SH guardians have about half of this amount in offense (791), which means TSG receives half damage from them and half damage is the cap. This means TSG receives the same amount of damage as a Guardian would against this same enemy.
    2. TSG receives 63.2% damage from mounted regiments, whereas a Guardian receives 75% damage. He does receive more (63.2% vs 50%) against enemy pikes. Of course archers are extremely deadly but in FB SH they are not as common.
    3. TSG does 3 times more damage against enemy melee than a Guardian does which means you are more likely to get crushing victories for extra gold.
    There are more advanced techniques I use with him but I'd need to record battles and show video to adequately explain them all. I honestly use him in about 80-90% of all my battles. The only one who sees more time than him is MF.
     
    NoName, BlueRuby and Jin like this.
  13. BlueRuby

    BlueRuby Active Member

    Joined:
    Nov 24, 2017
    Messages:
    418
    Thanks for this Hackuuna!

    I know about the 1st move thing and, keeping him away from archers, try to use him as a tank.

    My experience of him is pretty underwhelming.
    I find others swarm to him, like a chocolate-filled pinata. His many hitpoints don’t tend to last so long. I’m a huge fan of guardians and I’ll choose them every time for they just seem to do the job better.

    I hear his main strength seems to be tanking the mage attacks, perhaps. My focus is usually to hold back, then go in hard to take out mages as a priority. Therefore, there usually are no mages left by the time he gets to the front line.

    I'm quite sure you’ve worked out the subtleties I’ve yet to, to make him work.
    Well, no one said he was easy mode :)
     

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