That was actually some of my initial questions; Which troop of the same type is the better one.
LR: 3star rangers, if you don´t have those it depends on situation.
M: 3 star Blossom mages, if you don´t have those it depends on situation.
HR: All 3 can be best depending on situation
HM: None are much use, treants are probably least useless until you get 3 star Vallorians. Then it depends on situation.
LM: None are much use, dogs are the least useless.
And that again raises my question to what i need the Training Ground for. Is there any troop in there that i just need to have or can perform as well as some other ones, so that it's good to have a third place to produce from ?
They make cannon Fodder for the easiest fights, to save your more important troops for harder fights. Orc Strategists are certainly the best units in there, but they are expensive to make. I personally produce Orc Strategists, dogs and dryads. The troops are basically free, so why not make them?
So Range, as in to at what range they can hit an enemy ?
There are 2 types of range: Walking range and hitting range. usually people talk about the hitting range.
1 (all LM and some HM units) is really bad (you suffer strike back against everybody and everybody can hit you in their own turn.
2 (Paladins, Vallorians) is slightly less bad (you escape strikeback of some units, and if your extremely lucky you can hit across an obstacle and be save from a range 1 enemy)
3 (many M units) still bad, at least no melee units can strike back, but they usually still whack you in their turn.
4 (LR units) starts getting interesting as you can hit things like treants without them being able to reach you in their own turn, obstacles can get really useful as well.
5 (Blossom mages, Priests) pretty good: you can hit all HM units and some LM without them being able to strike you in their turn.
more than 5(Frogs, Cannons): Really good
, Love being locked in
There is also walking range (how many steps they can walk). It is mostly important for 2 things:
- determine if you can strike in round 1: you need a minimum of 7 total (walk+shoot) range to first strike in round 1, more gives you more options and less trouble with obstacles.
- determine if the enemy can hit you when it is their turn: If your shooting range is bigger than their total range (walk+shoot) they will not be able to catch you. That is the main reason why range 4+ is so important. You can win fights without losing a single one of your own.
That's again where it annoys me; Whenever i have done that, my Rangers take bigger loses. I don't understand that.
Post a screenshot next time it happens maybe we can explain it then.
Also your Rangers are not yet 3 stars, they may not be the best in every situation. They should be in mage heavy encounters, but in melee heavy encounters 3 star Archers or Dryads can be stronger.
The last i part willing to pay my way out with more troops getting lost. I'm not into fighting, and again i'm just now learning how it all works. So as i wrote, MAYBE i will look into manual later. I might do the "look" as i have seen in some videos, where he puts just one squad and goes into manual to see how the terrain looks, and the resigns, goes back and select troops for auto fight.
Look at the manual fight as a learning tool, once you understand how it works you can go back to autofighting. I don´t think you will ever understand much about fighting if you only try figuring out how it works in autofights. There are simply too many interacting variables.
And yes previewing the territory can be very helpful too
And you now bring up the Victory Springs AW. When reading around, it's not one that many are happy about. How bad is it really ?
They are not bad, but nowadays AWs have to be VERY GOOD to help you more than they cost you in the tourney. Most AWs are most helpful if you sell them (or never build them).
The Vic Springs are intermediate. They are not bad (damage boost a rarely used unit type and increase cannon fodder production), but not good enough to make up for the costs.[/QUOTE]