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Thread: Strategy Guides

  1. #11


    These Strategies and Ideas were originally posted on the Wolf Clan website. They were made by zzzzaacckk, Bottle, M_A_D, Quicksandslowly, Soudeus, Apt142, Hyperlink, Tcbb, AasumDude

    Quote Originally Posted by M_A_D
    Units by M_A_D

    Golem Ambusher

    The Golem Ambusher is like a Scout but lacks the range, blocking and movement of the Scout. What it does have is No-Line of Sight, as in it hurls his boulders up and over other units. When used in a Rush or range attack setup the Golem Ambusher is great. Its range when used with other units is very deadly. The major weakness is his lack of blocking and targeting of only the 4th and 5th tiles. If you where to get in under the 4th and 5th tile you can sit there and he can not attack you. You can not worry about him being killed, in most cases this happens. You have to use him to do the damage that you need. He is used as a Cleric Killer!!! If you can protect him and keep him alive then great. (More to come)


    Berserkers are misunderstood. They are like a weak Knight, but with they have the ability to stun its target for one turn or add a one turn recovery to that unit. With this in mind he is and will always be a defensive unit. He is best used in the back line to protect other units. With his ability to stun and do damage could make the different in any game. His draw backs are that he should be used in a dual Cleric setup or Stone Golem setup. This will help keep him alive to protect other units. He is difficult to master. (More to come)

    Beast Rider

    Beast Rider are one of the beast units you could use. They have good blocking, high range of movement, low recovery time and an attack of two tiles at a time. When use correctly they can be deadly to any setup. They can move in and out of an opponents setups and back with out dying. Although they do have low armor and some what of a low blocking there high range of movement and low recovery time can get them out of a lot of trouble. To optimize there abilities you should use then with dual Clerics or a Stone Golem. This will make them seem invincible. A set of Beast Riders with an Stone Golem or Dual Clerics can give anyone a run for their money. (More to come)

    Poison Wisp

    Poison Wisps are the disembodied spirits of ancient forest critters. Their existence has been shrouded in mystery for eternity, as they vanish as quickly as they appear. Well Seed got that one right. The Poison Wisp has a very high range of movement and can poison any units within 8 tiles in a cross shaped area. In doing this the units can not attack until after they more away or the focus spell is broken. An Poison Wisp can buy you the time to kill an unit or weaken many units so that you can kill them easily. Immune to ground attacks such as the mud-quake makes it hard to stop them at times. The Wisp’s greatest weakness is his lack of blocking and high recovery time. They are difficult to master. (More to come)


    Furgons are defensive unit only. They are very good in buying you time and keeping your opponents away from you. The summoning of Shrubs can help just as much as it can hurt you. They are very difficult to master and if you use them wrongly your opponent can and will use they to beat you. Some of the things that people do wrong is box themselfs in with their own Furgon and not allow a way out as well as in. Furgons are best used in a dual Frost Golem setup or with a Poison Wisp and Frost Golem. The Frost Golems hide behind the shrubs waiting for the opponent and the Wisp hides inside the shrubs waiting. In both cases the shrubs are used to protect other units but at the same time you need to use a range attack to kill any unit that your Forest or Wisp has.

    The Furgon’s Enraged Attack can be used to stop an opponent even if you have no Frost or Wisp. The wrath of the Furgon is incurred when it witnesses an ally fall in battle, awakening its dormant powers to encage all enemies in wild growth. The Furgon must be enraged and surrounded by Shrubs on all 4 sides to activate this ability. This allows the Furgon to surrounded the opponent in Shrubs no matter where they may be at. (More to come)


    The Dragon is one of the most used units in the game. His high damage attack and range of movement and attack makes him a force to deal with. He can kill an Witch and Cleric with one shot and when used with a Dragon Speaking Mage is very deadly. Now do not get me wrong the Dragon is not all powerful. The Dragon has low blocking and if not used correctly can be killed very easily. (More to come)

    Strategies Guide by M_A_D

    Ideas for Setups

    The first thing you have to do is look at all the units you have to work with. Do you have:
    “Power” ( Dark Witches like 4 or 5, Pyros 3 or 4, DSM, Dragon),
    “Movement” (Beast Riders, Scouts, Assassin, Mud Golem)
    “Armor” ( Stone Golem, Knights)
    “Freezing Power” (Duel Frost Golems, 3 or 4 Enchantress)
    “Defenses Units” (Barrier Ward, Furgon, Lightning Ward)
    or are you just working with the Basic units?? In any case you have to understand the weakness and strengths of each piece.

    Each setup should take in account for:
    1) Damage evasion a.k.a. retreat strategies and Protection.
    2) Defensive pockets or "The Turtle" witch can be used for defense and offense. (Grays can Turtle but mostly it is a Double Golds with the Stone Golem.)
    3) Attacks, whether it is a “Rush”, “Range Attack”or just a slow setup to attack (Flanking).

    Each of the above can and will kill any setup whether you use them or your opponent uses them. Your setup should try to defend off any attack plus make its own attack. In any case each setup has its weakness and strengths. Learn them and you will learn how to defeat most any in battle.

    Key Ideas to Learn

    A) Movement

    The Slow Setup a.k.a. Flanking: by [S|G]

    You will have to learn how to move!! No not how each unit moves but move and not attack with a unit!! If you can move a piece in and not be in danger then do it. Move as many as you can before you attack. This will setup you’re over all attack plan. A flanking setup uses units with great range in movement that are able to make quick incursions deep inside enemy lines and then return.

    Recommended Units: Beast Riders, Scouts, Mud Golem (no more than 1), Knights, Dragon.

    Strategies: The key when using this setup is exploring the high movement rate of your units to the maximum. I would advise any non-double not to use this kind of setup, as its units are somewhat fragile without the aid of the Stone Golem. After armoring your weaker units (Mud Golems, Beast Riders, Scouts) try to send them forward in such a way that there form an arch around your opponent, surrounding him. Remember to place them in a way that one unit give cover to the other, particularly against frost golems. If you do it the right way, this setup will be particularly strong against 2 scout sets, and also very good against most turtles, both magic and non-magic ones. Advance slowly keeping units covered and pressing your opponent into defending. If he tries to break your line with any unit, pound it hard, and possibly retreat a bit, but never much. Any units trying to break through should be at least into range of 3 of your units. Keep your health high at all times and occasionally poke an enemy unit using a beast rider to lure him out of the turtle, then fall back and keep attacking that unit with your other troops. Bringing the frost golem along might be a good idea, keep him behind a knight. Also, if possible, make a run with a beast rider or the mud golem when the opponent has his units spread and go for the stone golem and cleric, then return again. If you get the stone golem, press forward hard and take any scouts and frost golems you can get. Usually doing this successfully means that you won the fight. (**Thanks [S|G] for the added Flanking information.**)

    The Rush:

    Rushing is a commitment that you can not turn back from. When rushing you have to keep hitting your opponent and never stop. Bring all your units in. Whether it is slow at first for the setup or fast you must bring “All your Units in”. Rushes works better with power but will work with basic units. “I have beaten Duel Scout / Stone setups with a well thought out Basic unit Rush.” The unblockable attack is the best Rush.

    Unit Movement:

    A setup that has a lot of movement in it is very hard to stop. Three Knights, Scout, Mud Golem and Beast Riders will give you many options in your strategies. You can reach the other side of the arena in as little as 2 moves.

    B) Damage evasion

    BW Protection:

    You may want to use your BW to protect a unit on the way in (Damage evasion). The placement of the BW can help you a great deal. If it can reach down the arena then you can sit there and wait for the opening. Knowing when to move a unit in or back out of danger will also help. Try not to take on a lot of damage unless you can make that kill you need. Some times you can setup a pocket inside on your opponent. The Stone Golem is an Damage evasion unit.

    Retreat Strategies:

    Any setup will at one point need to Retreat. In this you will have to know when to attack and when not to. You just need to run away and not attack.

    Defenses Pockets:

    A Knight wall with LW can provide protection for all. Knights and LW are hard to kill and you can hide behind them.

    Freezing Protection:

    The Frost Golem can protect you for damage as well as an Enchantress. If you freeze a unit then protect the Frost Golem or Enchantress with an BW you will be throwing a Very Big Monkey Wrench in any ones Strategies

    Furgon Protection:

    A furgon can give you the time you need to kill your opponent. With a well thought out placement a Furgon can be your best friend.

    Split your opponents attention up:

    Duel attacks is also a key to Damage evasion. Attack in two areas at one time. If you get a unit in danger then start your attack on a weaker unit to draw them away from your damaged unit. This may stop their attack and they may runaway thus giving you time to heal or run yourself.

  2. #12


    These Strategies and Ideas were originally posted on the Wolf Clan website. They were made by zzzzaacckk, Bottle, M_A_D, Quicksandslowly, Soudeus, Apt142, Hyperlink, Tcbb, AasumDude

    Quote Originally Posted by QuicksandSlowly
    Damage Evasion By Quicksandslowly

    I play my game from this standpoint: Damage evasion is better than dealing damage in many cases. If you have a unit that is about to be overcome by enemy forces, attack and retreat or just retreat if attacking would be foolish. Then the enemy will have to follow you in, and you will possibly kill his attacking unit. Damage evasion is also killing units that can do the most damage to you, like Witches, Dsm's/Pyros, and units that are in a position to deal deathblows once they recover. This concept works very well for all you Furgon people. The point here is to avoid damage until you can heal it all back. Shrubbery protection is excellent to this effect. If your enemy has to chop through shrubs to get at one of your units, then they can't hurt your damaged unit. You now have time to heal and retreat the unit further out of the ranged units attack influence. The Furgon/retreat strategy also forces your enemy to either pursue, or spread their damage around. If they elect to attack something else, they merely make your healing more effective.

    Damage evasion also means moving your units out of vulnerable places before they can take a hit. If your Scout is next to a Witch at the beginning of the game, don't leave him there. He's going to get nuked. This is also why Barrier wards + Mages or Scouts are very effective. You can prevent damage by killing units that are likely to hurt you the most. Suicidal Witches, Dsm powered Pyros, and Dragons. Situation: Mage Bomb with two Pyros in front of your L Ward and the Dsm in the back. One Pyro is directly in front of your ward, and the other is to the side of it. The one on the side could pentrate deep into your formation, and kill your Cleric. The one in front of your Ward is limited in movement and striking capability because of your L Ward. Which one do you kill? Obviously the one that could get at your Cleric. By doing this you remove your opponent's ability to hurt you most.

    I love to prevent damage by freezing. Always make sure that if you're going to freeze something, your focus won't be broken next turn. If that is the case, don't do it at all and try to eliminate one of the sources of possible damage instead. If you freeze it and your enemy can un-freeze it easily, all you've done is given your enemy a free shot at your Frosty.

    Try not to move your units into compromising positions either. Unless you have two Clerics and/or a Stone Golem supporting you, you won't be able to win in such a situation. I've seen many players run their stoned Scout right up to an L Ward and a Dragon so they can take out their opponent's armor. These people think that he's got enough hp to take a Lightning Bolt, Fireball, and possible Scout or Knight hits. Newsflash, unless sacrificing that Scout is really worth it, don't send him in. Your enemy can always retreat and stone up again, whereas your Scout is now gone forever. This goes for Beast Riders and Mud Golems too. Charging in with your Golem right at the beginning of the game doesn't work unless you've got units in good position to capitalize on the situation. Stoned Muds will die eventually, especially if there's a Frosty right there holding them down.

    Preventing damage by making "pockets" within your formation for damaged units to retreat into is also very smart. If your enemy doesn't have range, then they have to kill one of your outside units first, again, spreading damage around and making your healing more effective. By pockets, I mean a cross shaped grouping of units, without a unit in the center. Since your piece is able to move through these four other units at will, you can hide him in there where your enemy won't be able to get him. If he attackes one of the units on the perimiter of the pocket, heal and you've just done twice as much healing as you would have before. The unit attacking your pocket will probably be swarmed by your five or so guys if he persists in trying to crack the proverbial safe that you've hidden your damaged unit in.

  3. #13


    These Strategies and Ideas were originally posted on the Wolf Clan website. They were made by zzzzaacckk, Bottle, M_A_D, Quicksandslowly, Soudeus, Apt142, Hyperlink, Tcbb, AasumDude

    Quote Originally Posted by QuicksandSlowly
    (From a Post by quicksandslowly in Dead Forums)

    C) Attacks


    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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