(From a Post by quicksandslowly in Dead Forums)
C) Attacks
Unblockable:
Unblockable attack are sure things. Take them over any other attack if you can.
Blockable Attacks:
Any attack that can be blocked is in danger of being stopped. Attack from sides and the back when ever you can. At times you will have to go for that “luck shot” like a front shot by the scout on a Knight. The front shot by a Knight to a Knight and so on.
Blocking Tips:
The knight is the most powerful blocker. In base status it can't front block after he side blocks 2 times. Watch out, i said it can't FRONT block.
Scout can't front block after he side blocks in base status. Remember that he can side block again, just can't front block.
Base status Pyro can't front block nor side block after side blocking.
Other base status are there and maybe you can work them out.
**(Blocking Tips are based on the way the current blocking works and can change at any time.)
Range Attacks:
The Scout is very deadly. He can hit you from 6 tiles away and shot by other units. If you do anything learn all of his shots. If you do not move him he can attack you on every other turn. Duel Scouts are deadly but can be beaten. The Scout does not have a back like most units. If you look at the way he stands on the arena you will see that he stands looking at a corner of the tile. Here is a percent chance of hiting a Scout chart (Scout Blocking Percent).
As you can see Front Shots are 40% (includes Front Diagonal Shots) and Side Shots are 70% with the Back Shot being 100% (including Back Diagonal Shots).
The Scout LOS is one of the most important things in TAO. You can rule if you know the Scout Line Of Sight. One of the most important shots is number 8 on the chart. Also if you are on the edge of the arena and have unit in front of you the Scout may not have a LOS and he can not target behind you to hit you. Here is a link to better understand Scout LOS: Scout LOS by Waneiac and the Scout LOS Chart.
The Witch and Pyro both have good range attacks. There recovery time is long and you may die in between an attack with them.
The Mud Golem earthquake and punch can be the key to a win against a Stone Golem, Frost, Enchantress and Furgon. His does damage with in 3 tiles of himself (15, 10, 5) in that order. The first thing to remember is that its NOT a melee combat unit. Don't send it foward by itself, as it is likely to become an easy target. Also, as they do not block, they are not good defensive units, even if they are armored by a stone golem, so do not rely on them for defense. A good way to move your golem in and make it survive is to:
1: Move in (DON’T ATTACK)
2: Attack and move out.
**Thanks [S|G] for the added information.**
The Frost Golem range attack must be included here also. His frost power can be felt from 4 tiles away. Like the Mud the frost does not block and he also does not do damage to other units.
The LW Range should be used wisely. Any unit with in its range with 30 hit points or less should be killed.
The Beast Rider two Attack range can be deadly on the inside of any setup. With his Movement and Two Attack range he can get across the arena and behind units and kill them. Here is a percent chance of hiting a Beast Rider chart (Beast Rider Blocking Percent).
Combo Attacks:
Know your one shot kills but the 2 shot kills work just as well. Any unit coming in on you will have a way of being killed. The Combo Attacks that are unblockable are the best defense.
(Non Stoned, If Stoned add at less one extra attack to kill the unit.)
One Shot Kills:
Dragon to Cleric
Witch to Cleric
LW to Cleric
LW to Pyro
Lw to Witch
Two Shot Kills:
Dragon & (LW or Scout or Mud or Knight or Witch or Pyro) to Scout
Dragon & LW to Knight
Dragon & (LW or Scout or Mud or Knight or Witch or Pyro) to Assassin
Any 2 to Witch
Any 2 to Pyro
* I did not look at all 2 shot combos.
Three Shot Kills:
LW & Witch & Pyro to Knight
*I did not look at all 3 shot combos.
Power Attacks (a.k.a. Bombing):
The power attack can be seen when you get to the arena and see 4 to 5 Witches with a Dragon and some Pyros.
The DSM with 2 to 3 Pyros, Dragon and Witches. A basic setup with 4 to 6 Witches and Knights. Mostly you rush with this setup. I have seen the Slow Setup used here as well as the Retreat Strategy. Power attacks are hard to beat if done right. You can bring any “Double Gold” down to the wire with this strategy.
Picking on one unit:
It is hard to protect a unit if you keep on attacking it. It is hard to heal that unit also. Ever with 2 Clerics they can not heal all day long. The best units to kill first off are frosts, muds, clerics, witches, pyros and scouts.
D) Back Up Units
Here I will just give you an example of how to setup with movement to back up your units.
Going back to Movement move your Knight in if he is not in danger in the move. Try to bring him inside your opponents setup. A Knight inside can hurt your opponent badly. You may want to use a BW after the move before the next move. Use the Scout to backup that Knight with his Range attack. Move him in also but just out side the range of others. (He can attack on every other turn if you do not move him so make him attack on the turn the knight can not.) If you have a Mud move him in also but just outside your opponents range.(2nd backup, Make sure this backup is on the side opposite the Scout.) Make sure you backup the Scout & Mud with other Knights, Witches and Pyro. The movement of the Scout and Mud may give you time to setup the Knight inside. If you get inside and start doing damage you will need to turn your opponents attention to the outside attack. Attack with the Scout and Mud from the outside in. You can bring the Mud inside also. Attack any and all units that attack the inside unit. Make your opponent take a lot of damage here. If you take a lot of damage then attack and run. The inside unit should do the same if his life gets low but try to kill the Cleric and do a lot of damage. This will split his attack on the your inside man and the outside ones. Make sure you heal on every 3rd turn. The idea is to attack from the inside and outside making it hard for him to know what to do. The “Backing Up” of other units will stop him from coming out to attack you if you are setup right. The idea here is to setup a pocket (Damage evasion or Damage Protection).
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