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Mykans Guide - Fighting guide

Mykan

Sorcerer
This guide forms part of a larger guide Mykans Guide

For a list of unit details please refer to the Elvenar Wiki or to the units section of Elven Architect. The below information is looking at how to turn the unit information into a strategy of your own.

Please note for this section of the guide
Every unit has 3 levels, basic, advanced, expert. The names of the units change as they progress through these levels. Sometimes it is simply adding a II or a III and sometimes words will be added to the name like “Bud” for the Bud Sorceress the expert level Sorceress for Elves.

For the sake of simplicity most of the graphics and comments refer to the basic unit. Generally the strategies needed do not change as you progress through the better unit levels. However at the expert level units obtain special abilities that the earlier levels did not have, this is for enemy and friendly units alike. As such your strategy needs to vary slightly to allow for these bonuses.

Also note at the time of posting (v1.16/v1.17) that there are continual tweaks and variations still occurring to the combat system. Updates will be made as able, but minor variations may take a while.

When to Fight
Before trying any fight you need to decide if you should fight. The best way to do this is to compare your squad size to that of the enemy. Fight difficulty ranges from easy (you outnumber the enemy), fair (evenly matched), difficult (enemy out numbers you a little), to impossible (enemy outnumbers you by 2 or more). See chart below.

Thanks to @varron for the inspiration and design

If you are outnumbered consider your skill, troops available to you, combat pentagon, wonders that you own and any soon to activate military technologies.

Military technologies
Your initial squad size is 6 and increases with every new squad size technology. The increase is 3 times the squad size technology. So if you have researched squad size 1 and 3 your squad size would be 6 + (1 x 3) + (3 x 3) = 18. Researching new military technology is very important to be competitive in provinces.

You are not meant to or expected to win fights where your opponent is double or more your army size, so ensure you keep researching your squad size upgrades.



Wonders
Certain wonders increase the effectiveness of your troops by improving their hit points or increasing their strength. Some wonders also provide free troops every few hours. Please refer to the section on Wonders.

Battle Pentagon
Each unit type is specialised against 2 other unit types and weak to 2 unit types. From the picture below Light melee is good against light ranged and magical units while it is weak to heavy ranged and heavy melee.
or alternate view

Alternate view is courtesy of @varron

General fighting
Manual verse Auto Fighting

Manual fights will typically cost you less units, learning to fight early when fights are easier will save you in the long run. Losses are inevitable assess possible losses against the cost of negotiation, it can be cheaper to negotiate if losses are expected to be high. The more varied the enemy types the more likely losses might occur.

Scout terrain
You can scout a province by choosing to do a manual fight and then quit, do this with your highest initiative troop. This costs nothing and allows you to scout a battlefield so you can position troops effectively.

Troop placement
The starting position of troops depends on the order you select them. The first troop starts in the middle, the second troop goes immediately above the first and the third immediately below. The fourth one goes at the top and the fifth at the bottom. Whether manual or auto-fighting improved placement can save you from suffering heavy losses.



The enemy targets the highest initiative troops within range, thus Archers are often good as cannon fodder to draw enemy fire.

Troop bonuses and special abilities
Look at the offensive and defensive bonus of your troops. A defense bonus of -80% means you take 80% less damage. An offense bonus of 20% means you cause 20% more damage.

Only one special ability stays in effect on an enemy if it is a similar type of effect. Effects of different types will stack. Pay attention to this if fighting with multiple troops with the same effect as the impact on the enemy changes based on who attacked them last. For example a -20% weakens enemy will replace a -60% weakens enemy if it was the last attack on the enemy.

Retaliation and focused attacks
A troop only retaliates once per turn so ganging up on an enemy can mean you take less damage than fighting 1v1

Troop selection
The game has a user interface that helps with identifying good unit choice
Thanks to @ptparks for the image
When you hover over a unit it will highlight enemy units that it has an advantage against or is neutral to. The pop-up above your unit shows which units it is strong against with a sword rating and which is neutral. For details of why there are these ratings check the unit information in game, wiki or elven architect for details.
 
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Mykan

Sorcerer
Human Troops
Axe Barbarian
Light melee unit
It has attack bonuses for light range and mage units. When they become storm barbarians they gain a special ability that increases damage on an enemy by 30% for 1 round. Both light range and mage units have the advantage of distance, you will need to draw them in close or run them down quick to take advantage of your attack bonus.

Crossbowman
Light range unit
It has attack and defense bonuses for heavy melee and mage units. When they become Master Crossbowman they gain a special ability to reduce enemy attacks by 20% for 3 turns.

These units have the highest initiative so they will be targeted first by enemy troops. You can use this to draw in the enemy for your slower moving units to close in. They are also ideal for scouting maps to decide placement. When they get the special ability this can be used to provide cover for allies to close on an enemy or in combination with defense bonuses to greatly reduce damage.

Priest
Mage unit
It has attack bonuses for heavy melee and heavy range plus defense bonus for heavy range. Special ability increase damage to enemy units by 40% for 2 rounds. When they become sacred priests they gain a special ability to reduce enemy attacks by 30% for 2 turns.

These unit are particularly effective against heavy range units due to their defense bonus, as sacred priests their defense bonus and special ability can make them immune to heavy range units. Also works well in combination with paladins against heavy range.

Paladins
Heavy melee unit
It has attack bonuses for light melee and heavy range plus defense bonus for heavy range. When they become blessed paladin they gain a special ability to increase damage by 10% for 3 turns.

These unit are particularly effective against heavy range units due to their defense bonus, works well in combination with paladins against heavy range.

Mortar (coming in v1.16)
Heavy range unit
It has attack bonuses for light melee and light range plus defense bonus for light melee. When they become rad mortar they gain a special ability to reduce enemy attacks by 20% for 3 turns.

These unit are particularly effective against light melee units due to their defense bonus.
 
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Mykan

Sorcerer
Elven Troops
Sword Dancer
Light melee unit
It has attack and defense bonuses for light range and mage units. When they become sword acrobat they gain a special ability that reduces enemy damage by 40% for 1 round.

Light range and mage units have the "long reach" on sword dancers. You will need to absorb their first attack or rush them down to kill them. With a high imitative sword dancers are targeted quickly by enemy units. The map will determine if sword dancers or your archers are better to take out the mage units. Using them as kamikazes can be an option, drive in and take out the mages then sacrifice what is left of them while your other troops focus on the next key targets.

Archer
Light range unit
It has attack bonuses for heavy melee and mage units and defense bonuses for heavy melee units. When they become Elite Archer they gain a special ability to increase damage by 20% for 2 turns.

These units have the highest initiative so they will be targeted first by enemy troops. You can use this to draw in the enemy for your slower moving units to close in. They are also ideal for scouting maps to decide placement.

Note while specialised against mage units they have no defense ability against mages. You will need to protect them so every hit they do counts.

Sorceress

Mage unit
Attack and defense bonuses for heavy melee and heavy range. Special ability reduces enemy attacks by 50% for 2 turns. When they become bud sorceress they gain an additional special ability to increase damage by 20% for 2 turns.

Extremely effective against heavy range and heavy melee units due to their high defense bonus and special ability. Use their ability to reduce damage taken by other allies, for allies with high natural defense the sorceress can help make them immune to a certain units attacks. With a range of 3 she must be within striking distance of heavy melee units to hit them, be mindful of this in respect to terrain/other units or consider a blossom mage for superior range.

Their ability lasts for 2 turns, by alternating attacks between enemies you can strategically reduce the damage your units receive.

Treant

Heavy melee unit
It has attack bonuses for heavy range plus defense bonus for light melee and heavy range. When they become elder treant they gain a special ability to reduce enemy attacks by 30% for 2 turns.

These unit are particularly effective against heavy range units due to their high defense bonus, works well in combination with sorceress defensive ability. Their slow movement means you need to plan how best to close in on your opponent. Note they have only a mild defense against light melee units with no offensive bonus, if possible time it so you get first strike.

Golem
Heavy range unit
It has attack bonuses for light melee and light range plus defense bonus for light range. When they become granite golem they gain a special ability to increase damage by 10% for 3 turns.

Golems and sorceress make a great combination with one skilled at light melee/range and the other for heavy melee/range.
 
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Mykan

Sorcerer
Training ground units
The training grounds is a separate building to your barracks but shares the same build queue. This building is available from era 2. You may upgrade your barracks while still building troops in your training ground and vice versa.

Cerberus (Era 2)
Light melee unit
Attack bonuses for light range and mage units and defense for mage units. When they become sinister cerberus they gain a special ability that Increases damage by 20% for 2 round.

With no defense against light range and minimal against mages these units will take a lot of damage. Their high movement can often see them surrounded by other enemy units that have a specialty against light range. You will need to either draw the light range and mage units away from their allies or go for a kamikaze approach and aim to destroy their primary targets first

This is a valuable early game unit to have a fast moving light melee option. They are also a very good choice against Abbots as they can close in one them quickly.

Dryad (Era 4)
Light Range Unit
Attack bonuses for heavy melee and defense for heavy melee and mage units. When they become Poison Dryad they gain a special ability that decreases defenses by 30%.

Their high attack and defense against heavy melee make them specialists against these units. They have some defense to mage units but no attack advantage

Banshee (Era 5)
Mage Unit
Attack and defense bonuses for heavy melee and heavy range units. They have minimal attack and defense against heavy melee but large bonuses against heavy range making them specialised against heavy range units. They have a natural ability to increase damage by 50% for a short time. When they become Ghastly Banshee they gain a special ability that decreases defenses by 40%.

Orc Warrior (Era 8)
Heavy Melee Unit
yet to complete

Orc strategist (Era 8)
Heavy range unit
yet to complete
 
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Mykan

Sorcerer
Mercenary Camp units
The mercenary camp is a separate building but shares the same build queue as your barracks and training grounds. This building is available from era 7. You may upgrade your other military buildings while still building troops in your mercenary camp and vice versa.

Drone rider (Fairy Era)
Light melee unit
Has good attack bonus against Light Range and mild attack bonus verse mages. Mild defense against light range, closing in on target units while minimising losses will be important. When they become Venom Drone Riders they gain the ability to weaken enemy attacks by 20% for 3 rounds.

Blossom Mage (Fairy Era)
Mage unit
Strong attack bonus with a mild defense against heavy range and a strong defense with a mild attack bonus against heavy melee. Blossom wind ability increase damage to an enemy by 30%. When they become a Blossom Princess they gain the ability to reduce enemy attacks by 20% for 3 rounds. They have a higher initiative then Sorceress and Priests. The Blossom mage also has longer range then the sorceress so makes a good alternative against heavy melee as you should be able to keep her moving out of their reach.

Ranger (Wood Elves Era)
Light range unit
Good attack and defense against Heavy Melee and Mage units. As a Pro Ranger they gain the ability to weaken enemy attacks by 30% for 1 round. As a light range unit rangers are unique as they have a strike back when attacked in close combat. They also have the highest initative of any unit in the game, making them great scouts but also high priority targets by the enemy. A good anti mage option.

Provinces
Summary

Each province has 3 unit types, you will have 1 unit that has bonuses against 2 of those 3 units (target units). This unit is described as your key unit for that province. It will be the main attack strength in that province for you. The third (counter) unit type is specialised against your key unit so you will need to determine what level of support, if any, that your key unit needs.

The pictures in each section typically show 2 support options, there can be more especially with units from the training grounds or mercenary camps. The ones shown are your typical options but you will need to find the style that suits you.

If you are able to use your supporting units to eliminate the counter units leaving only your key units and the target units you stand a good chance of success. Encounters with a large number of counter units will require different tactics to normal, perhaps even an opposite approach.

Early game players (Era 1 and 2)
As you do not obtain all unit types until Era 3 your strategy has to be different to other players. As a generic rule match range verse range and melee verse melee. Your units are often up against their counter units so loses will be heavy and you are relying on overwhelming your opponent.

Your melee units need to focus where possible to limit enemy retaliation moves. Your range units make it easier to chase down enemy units with high maneuverability. Of course still be aware of your units strengths and weakness.
 
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Mykan

Sorcerer
Provinces (Part 1)
Marble

Enemy unit types: Heavy Melee, Heavy Range and Light Range
Enemy units: Orc General, Knight, Cannoneer, and Mist Walker

Your key unit: Sorceress (Elve), Priest (Human), Blossom Mage (Mercenary Camp), Banshee (Training Ground)

Early game strategy
Light range (Archer/Crossbow) are your key units. Despite their vulnerability to cannoneers you will need your movement and range to close quickly on enemy ranged units. You can use Light Melee (Sword Dancers/Axe Barbarian) as support, typically they will be targeted after your Light Range so may be required to "clean up" if your Light Range don't survive. When you unlock Cerberus their fast movement will help against ranged units and escape the Heavy Melee. In era 2 your key unit is Heavy Melee (Paladin/Treant) use light melee units to protect them from Mist Walkers.

Mid to Late game strategy
Mage (Sorceress/Priest/Blossom Mage/Banshee) are your key units. Light Range (Mist Walkers) are excellent against mages so protect your units from them. Try to kill the Mist Walker early, if the fight has mostly Mist Walkers consider using Heavy Range units as your main unit.

Support options
For support Light Range (Archers/Crossbow/Rangers/Dryads) are a good choice due to range and maneuverability. They are neutral to Light Range and great against Heavy Melee (Orc General and Knights), just avoid the Cannoneer with them. Archers will draw all enemy fire so they can also be used as cannon fodder to draw attacks.

While Light Melee are specialised against light range the gauntlet of heavy melee and heavy range units is most likely going to see them massacred before they can be used. Don't forget them though if the map or enemy composition is favourable although they will likely be kamikazes. When you have a training grounds Cerberus are also good anti-archer units and have large movement to catch and kill them, they will suffer the same weakness as other Light Melee and likely be killed by the enemy heavy melee and range units.

Heavy Range can be very effective against the Mist Walker, particularly Orc Strategist who specialise in Light Range. Heavy range is neutral to the Cannoneer but you need to avoid the Orc Generals and Knights.

Steel

Enemy units: Swamp monster, Orc Warrior, Thornrose Mage and Thief
Enemy unit types: Heavy Melee, Light Melee and Mage

Your key unit: Archer (Elve), Crossbowman (Human), Ranger (Mercenary Camp), Dryad (Training Ground)

Early game strategy
Light Range (Archer/Crossbowman) are your key units. Try to eliminate thief and Thornrose Mages early, after that your maneuverability and specialty against heavy melee give you a clear advantage. Use your Light Melee (Sword Dancers/Axe Barbarian) as support against Thieves and Thornrose Mages.

Mid to Late game strategy
Light Range (Archer/Crossbowman/Ranger/Dryad) are your key units. They have bonuses against Heavy Melee and Mage units. Mage units (Sorceress/Priest/Blossom Mage/Banshee) make strong support with strengths against Heavy Melee and neutral to Mage Units.

However both these unit are susceptible to Thief units, thieves have no defense ability just strong attack bonuses so kill them as a priority.

Support options
Heavy Range (Golems/Mortars/Orc Strategist) make a good option to counter against light melee. While Heavy Melee (Treants/Paladins/Orc Warrior) are also good against Light Melee their slow speed is likely to be a hindrance compared to Heavy Range units. As Heavy Range are poor against Heavy Melee and Mages do not take too many of them.

Planks

Enemy unit types: Heavy Melee, Light Melee and Light Range
Enemy units: Orc General, Ancient Orc, Bandit, and Dryad

Your key unit: Golem (Elve), Mortar (Human), Orc Strategist (Training Ground)

Early game strategy
Key unit is will depend on enemy troop mix. Your Archer and sword dancer are strong against 1 enemy unit, neutral to 1 and weak to 1. A 2/3 mix is your likely approach favouring your unit that is best against the greatest number of enemies. For fights with a lot of Orc Generals if you can clear the enemy support and are left with your archers verse the Orc General you have a clear advantage. In Era 2 your Heavy Melee (Paladin/Treant) units will be good for fights with lots of Ancient Orcs and Bandits.

Mid to Late game strategy
Heavy Range (Golem/Mortar/Orc Startegist) are your key units. They have no or minimal defense bonus against light melee so focus on taking out the ancient orcs first.

Support options
Light Range (Archer/Crossbowman/Ranger/Dryad) or Mage Units (Sorceress/Priest/Blossom Mage/Banshee) provide support against the Heavy Melee units but are likely to be targeted first due to highest initiative. You will need the key units to help protect them from the Ancient Orcs, Dryads and Bandits. For encounters strong on heavy melee units these are your go to support choices, especially the Dryad and Blossom Mage

If the fight is strong on Light Range units with minimal Heavy Melee consider Light Melee units (Sword Dancer/Axe Barbarian/Cerberus/Drone Rider) as support units.

Crystal

Enemy unit types: Heavy Range, Light Melee and Mage
Enemy units: Cannoneer, Orc Deserter, Hellhound, and Enchantress

Your key unit: Treant (Elve), Paladin(Human), Orc Warrior (Training Ground)

Early game strategy
Key unit is will depend on enemy troop mix. Your Light Range (Archer/Crossbowman) maneuverability makes it easier to catch the ranged enemy but the War Dogs will be a big issue. Light Melee (Sword dancer/Axe Barbarian/Cerberus) will help protect your archers from the War Dogs which will take good damage from your units. Once the war dogs are gone it is simply catching and killing the enemy with force. In Era 2 you have access to Heavy Melee units.

Mid to Late game strategy
Heavy Range (Treant/Paladin/Orc Warrior) are your key units. Benefits against Light Melee and Heavy Range. They have minor defense against Hellhounds and need to be protected from the Enchantress. Aim to eliminate enchantress and Hellhounds early, both of which have to come within strike range to attack.

Support option
Mage (Sorceress/Priest/Blossom Mage/Banshee) are a good support option as they are neutral to Enchantress and strong against Heavy Range. Their special ability to either reduce damage received (Sorceress) or increase inflicted damage (Priests) can be used well with your key units. Banshee are specialist Heavy Range killers.

In fights without Heavy Range your Light Melee (Sword Dancers/Axe Barbarian/Cerberus/Drone Rider) could be an option against Enchantress but they would need to be able to run them down. Enchantress have the movement advantage. If the fight has a lot of Hellhounds your Heavy Range (Golem/Mortar/Orc Strategist) could be of assistance.

Scroll

Enemy unit types: Light Range, Heavy Range, and Mage
Enemy units: Mist Walker, Ranger, Orc Deserter, and Abbot

Your key unit: Sword Dancer (Elve), Axe Barbarian (Human), Cerberus (Training), Drone Rider (Mercenary)

Early game strategy
Light Melee (Sword Dancer/Axe Barbarian/Cerberus) are your key units. Steinling has no defense against Light Range just a strong attack bonus, you need to avoid/kill Steinlings early. Light Range (Archer/Crossbowman) can be support against Steinlings due to ranged attacks making it easier to reach them. Cerberus are particularly good against Abbots.

Mid to Late game strategy
Light Melee (Sword Dancer/Axe Barbarian/Cerberus/Drone Rider) are your key units. They must avoid the Orc Deserters who are specialised against Light Melee. Cerberus are particularly good against Abbots.

Support Units
Support with Mage (Sorceress/Priest/Blossom Mage/Banshee) and/or Heavy Range (Golems/Mortar/Orc Strategist). Heavy Range are good against the Light range units and neutral to Orc Deserter. If there are lots of Orc Deserters the Mage units can be the best option.

Light Range (Archers/Crossbowman/Rangers/Dryad) could be used to take out Abbot but may need to be kamikaze in nature as they will draw enemy fire. You need fast moving mobile troops as all enemies have ranged attacks.
 
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Mykan

Sorcerer
Provinces (Part 2)
Silk

Enemy unit types: Light Melee, Heavy Range, and Mage
Enemy units: Hellhound, Cerberus, Steinling, and Enchantress

Your key unit: Treant (Elve), Paladin (Human), Orc Warrior (Training Ground)

Early game strategy

Key unit will depend on enemy troop mix. Your Light Range (Archer/Crossbowman) maneuverability makes it easier to catch the ranged enemy but the war dogs will be a big issue. Light Melee (Sword Dancer/Axe Barbarian/Cerberus) will help protect your archers from the Hellhounds which will take good damage from your units. The fast moving Cerberus could be used to neutralise enemy Mage units and Steinling although they may suffer heavy losses. In Era 2 Heavy Melee units are available to you.

Mid to Late game strategy
Heavy Range (Treant/Paladin/Orc Warrior) are your key units. With abilities against Light Melee and Heavy Ranged these are your go to troops. The slow speed of Heavy Melee is often their issue but with all enemies needing to be in close to attack you can try waiting for them to close and gain first strike or be prepared to counter attack if they get to you first.

Support options
Your best option against the Enchantress is your specialty troops - Light Melee (Sword Dancer/Axe Barbarian/Cerberus/Drone Rider) or Light Range (Archer/Crossbowman/Ranger/Drayd), otherwise go fire with fire and bring your Mage units.. Either way these units will likely have the highest initiative so protect them well or kamikaze them, but make it count.

Heavy Range (Golems/Mortar/Orc Strategist) can be used for their attack bonus against the Hellhounds and Cerberus as well as neutral to Steinlings. Just keep them away from the Enchantress.

Elixir

Enemy unit types: Light Melee, Light Range and Heavy Melee
Enemy units: Thief, Drone Rider, Bandit, and Orc General

Your Key Unit:
Golem (Elve), Mortar (Human), Orc Strategist (Training Ground)

Early game

Light Range (Archer/Crossbow) are your key units. Use your range to eliminate the enemy Light Range and Light Melee units then try hit and run tactics on the Orc Generals. Light Melee (Sword Dancer/Axe Barbarian/Cerberus) can help protect against light melee units and assist with Light Range but will be slaughtered if the Orc General catches them. In Era 2 you have access to Heavy Melee units that will provide your archers some protection from the Thief, Drone Rider and Orc General.

Mid-late game
Heavy Range (Golem/Mortar/Orc Strategist) are your key units. Try to avoid the Orc Generals while you take down the Thief, drone Rider and Bandit

Support Units
Mage units (Sorceress/Preist/Blossom Mage/Banshee) can be used as support. Due to their high initative they may be targeted first so ensure they can take out the Orc Generals before they die leaving your Heavy Range units the advantage.

Light Rang units (Archer/Crossbow/Ranger/Drayd) can be also be used as support. They face the same issues as mage units but are not weak to Bandits.

Magic Dust

Enemy unit types: Mage, Light range and Heavy Range
Enemy units: Abbot, Enchantress, Wild Archer and Steinling

Your Key Unit:
Sword Dancer (Elve), Axe Barbarian (Human), Drone Rider (Mercenary), Cerberus (Training)

Early game

Light Melee (Sword Dancer/Axe Barbarian/Cerberus) are your key units. When there are a lot of Abbots use more Cerberus due to their strong anti mage ability and fast speed, they can also help close in on archers. Axe Barbarians and Sword Dancers often have a higher initiative then Cerberus so they can be used to absorb damage for them and help with the Steinling. In Era 2 you access Heavy Melee units but these should be avoided unless there are a lot of Steinlings.

Mid-late game
Light Melee (Sword Dancer/Axe Barbarian/Drone Rider/Cerberus) are your key units. When there are a lot of Abbots use more Cerberus due to their strong anti mage ability and fast speed.

Support Units
Light Range units (Archer/Crossbow/Ranger/Dryad) are good support options. They have range and are anti Mage while Neutral to the Wild Archer

Alternatively Mage Units (Sorceress/Priest/Blossom Mage/Banshee) can be used to take out the Steinling and help with the other units.

Gems

Enemy unit types: Heavy Range, Light Range, and Heavy Melee
Enemy units: Cannoneer, Orc Strategist, Knight, Mist Walker

Your Key Unit:
Sorceress (Elve), Priest (Human), Blossom Mage (Mercenary), Banshee (Training Ground)

Early game

Key unit is Archer/Crossbowman to take out the Knight and Mist Walker, Use Light Melee (Sword Dancer/Axe Barbarian/Cerberus) to soak damage from the Orc Deserter and Cannoneer. Orc Deserters are specialised against Light melee with no defense to light range so focus your Light Range units on them.

The Heavy Melee (Treant/Paladin) units in Era 2 will help greatly against the Cannoneer and Orc Strategist and should be considered your key unit.

Mid-late game
Mages (Sorceress/Priest/Blossom Mage/Banshee) are your key units. They have bonuses against Heavy Melee and Heavy Range. The Banshee is particularly focus against Heavy Ranged. Beware the Mist Walker who is specialised against Mages kill this counter unit first with your support unit.

Support Units
Heavy Range (Golem, Cannoneer, Orc Strategist) are key to helping take down the Mist Walker. Once they have killed the mist walker they can assist your mages with the remaining Heavy Range units

Light Range (Archer/Crossbowman/Ranger/Dryad) units are good support choices also, especially if there are a lot of knights. They will still need to focus on the Mist Walkers to protect your Mage units.
 
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Akahai

Seeker
Thank you for doing this, good to see some positives posts instead of all the negativity :D.
I am actually enjoying the new battle system, it's made me have to stop and think again, instead of just throwing the same old troops into every battle, which for me was the norm with the old system.
 

DeletedUser2378

Guest
Thanks Mykan for the guide!

I need to study better & practice it, asap - as without such guides fights have turned impossible recently!
 

Lynxze

Soothsayer
Nice work! :)

Just want to add a suggestion, and that is to list the attributes of the province encounter units, know your enemy and all that. ^^ All rank 3 units seems to have recieved spells, for example Wily bandits have "Dishonorable Tactics", which reduces defense by 10% for 3 rounds.
 

Mykan

Sorcerer
Nice work! :)

Just want to add a suggestion, and that is to list the attributes of the province encounter units, know your enemy and all that. ^^ All rank 3 units seems to have recieved spells, for example Wily bandits have "Dishonorable Tactics", which reduces defense by 10% for 3 rounds.
Thank you, I thought I had a link to the unit section at Elven Architect. I will need to add it as they cover this information very well and in a format that can be filtered and searched.
 

Ogre Wookie

Dreamer
Is the terrain on the battle map in any way useful, other than to restrict movement?
In other words does a squad standing behind cover receive any form of protection (damage reduction)?
 

tonton-des-bois

Illusionist
Is the terrain on the battle map in any way useful, other than to restrict movement?
In other words does a squad standing behind cover receive any form of protection (damage reduction)?
No, atm, it's just a good chance to have a gulet that your ennemies will cross one by one, so your own units will be able to focus on them one-by-one too... ;)
 

Ogre Wookie

Dreamer
Indeed, most helpful, the scout first suggestion saves getting units stuck in useless positions blocked in by their friends. Moral of the day "Scouting saves lives" :)

Another noob question for those in the know: Does the range make any difference to damage done for ranged units/mages?
 

Brienne

Necromancer
I always auto fight , so no idea . Always have problems trying to fight myself , computer not up to it. As in real life I'm allergic to violence because it brings me out in bruises;) . Auto fight is much faster :).
 

SouthernTX

Novice
Just FWIW, the PostImg.ORG graphics are not displaying; PostImg.ORG has been redomained to PostImg.CC. If you change the links to PostImg.CC they should work again (the few I tested manually did).
 
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m4rt1n

Sage
Just FWIW, the PostImg.ORG graphics are not displaying; PostImg.ORG has been redomained to PostImg.CC. If you change the links to PostImg.CC they should work again (the few I tested manually did).
Must be a US IP issue as the pictures still display just fine on a UK IP viewing. o_O