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AuthorAll Factions: Stats, Talent, Tactics, Strategy (In general)
few stack of orcs, 22 - 30
will be killed with their druids which will ALMOST get their turn before our orcs... :(

Agains't demons looks a balanced fight, but barbs can win for sure.
A very very very very Rare one !

Wiz looks a good target since we got faster units with high initiative, we can charge they down on 1v1...
Sure...

Demons got some weak points like, they must protect spawns like us, and will spend first turn gating...
yeah... but spending a turn in gating is not that much late... a turn gated = a turn waited...


and if they attack gonna die for sure...
only newbie demons will do so! :P

If they run back we have anouther turn to advance with ogre and hobs and next turn it's time to mass attack and take the victory.
Te main advantage for elves and demons is they have units with high speed and initiative... so this will become tuf...
https://www.lordswm.com/warlog.php?warid=499922788&lt=-1

example for such a battle ! :(
Menn i sxpalin how win demons on a full battle not depeding they suicide troops...

if they don't suicide just keep with the plan and take the victory.

CL 8 Barb vs CL 8 Elven, i win :P => https://www.lordswm.com/warlog.php?warid=495586295&lt=-1


At level 8+ Elvens got "low" number of druids, and cannot slipt they all, because need some units to take retalation to fk, unicorn and basic things like advance to block, make wall etc.

Also the light of each druid do 20 dmg, it ins't much to orcs, we have 12 HP per unit that's alot to be a range unit... Also can fight on melee to support ground units...

And big stacks of druids don't increase the light power much... it's gonna only be more weak...

So like i said, we can kill EBs but we advantage ins't on range, we aren't here to try win like this, we advantage is the MELEE power... This is what gonna give us the victory.

Ps: this battle i wasn't with combat readness cuz ins't implemented yet, so the fight should be more easy than already is.
On this fight agains't demon you lost at the start.

killing you own rocs and din't make any unit to take retail and help on land control... So need think how you can win, to make the right moves...

Playing for play... Never will give a victory...
Playing for play... Never will give a victory...

True words lol ! :p
So.. I have a question about wizard faction...

Why you guys prefer full gargs than put master gremilies who have 3x more damage... got only 40% less hp after trade gargs for they...

And can repair golems and it's gonna give extra hp for your faction...
Also golems can do 4x - 7x mora damage than poor gargules...

And you guys still prefer this dammit gargules... I can't understand why...

In hunter ok, the hero got a big power cause of system game, and can win alone...

But in pvp without that spell boost... Lose like 8x more damage for only +10% health... Hero don't make everything alone...
gargoyle is a tier 2 creature but has defense equal to tier 5 creatures in full arts battle at my lvl X(
All units can have high defense like this man...

Hobs, spawns etc.

That's happen because of defense from artefact + labore's guild + FSP... Also ins't a bad idea wizard put some defense atributte for troops... They need it more than other factions...

Hobs natural 3 Defense (tier 1)
gargules natural 4 Defense (tier 2)

So ins't much defense bettwen they... Also for tier 2 it's a comum defense parameter...

Some units got less defense like rogues 2 Defense but got more attack 4 Attack

Gargules sacrifice Attack parameter for defense paramenter, damage for hp...

It's a trade to make they resistence and durabillty... But the best defense is the attack, if you kill 2x more in one turn you will take half attack back on next hit...

Also i think gargules are great to put em on small army, to make wall, block, take retail etc.

And they aren't easy to be 1 hit kill with heroes... So if you make right a wall the enemy unit must waste 1 turn to broken it... time enough to wizard hero break his legs...

Or take retail to combo with units like genies + golems etc.

To block units to reach, or archers to shot, gargules walks alot this a good advantage... But if you have a full stack of gargs you never will put they to block enemy archers to don't make they die... So you just cannot use they corretly like they can be used... Cause you will be always scared of enemey retalation back...

Also like i said they got a POOR damage...

I really cannot understand why 90% of wizards prefer gargules... Than troops...
in pvp without that spell boost... Lose like 8x more damage for only +10% health...

wizards normally do not attack with troops in pvp...
@29 But try win without using troops don't give trouble to wizards?

Since when wizards do a 1v1, the enemy will always charge to him, and he just cannot counter a FULL army alone... Units will start dying... And just have nothing to do...

With master gremilies they can shot, and make units vulnerable...

With few gargules can make many walls to stand more time alive...

I hear hear and hear, wizards are weak, the army is a trash, they can't stand agains't a might army etc.

At my opinion it's only because everyone try make a hero like a god, and do everything alone with him...

I saw many times things like hero CL 8 with 9 knowledge... That's ridiculous...

A wizard never will spend 90 mana in one fight, he can fight a 3v1 agains't 3 demons with full spawns stacks and don't will spend that amount of mana...

Man a DE with elemental call at CL 5 can win a 3v3 fight with 2 knowledge without any problem...
Gremlins are the worst shooter unit in that game. Maybe only dwarven spearmen are as bad =)

In full arts, with 27 atk, I can expect to deal about 1 dmg per gremlin. Max recruit count of gremlins is 59. So, basically, I can kill about 4 GMB out of 38. On next turn, GMB would roughly kill all gremlins in one attack.

Engineer has 6 HP. Enchanted garg has 20 HP. Garg has no melee penalty, higher speed, several anti magic abilities.

Golems are so slow, that they can hardly deal a hit before that gremlies got killed. Of course, the ennemy doesn't attack golems as long as gremlies are alive either. So, gremlies almost kill nothing, and don't survive long enough to repair.

For these reasons, many wizzard don't even consider buying engineers.
Well since a Wizz hero in CL9 with full arts have 7 or 8 attack and must figth against heros with 16-18 defense lets see how much damage can do their gremlins engineers agaist for example wolfs raiders?

Gremblins attack 3 + 7 hero = 10
Wolfs Raiders defense 3 + 16 hero = 20

Lets take 50 gremlins , base damage 1-2 , total base damage 50-100.
50% less damage because of range penalty => 25-50
Att 10 vs deff 20 ( 50% less damage aprox ) => 12-25 damage.

Well 50 gremlins kill 2 Wolfs!! , Its much better take gargoyles and run for a wizz , and yes 6 knowledge is enough for a wizz.

If the wizz goes on the might side then things ca be different but for a Magic Wizz is much better take gargs and do almost all damage with hero.
If the wizz goes on the might side then things ca be different

It will still be the same, check out the battles of some might wizzes, garg is even more useful with might wiz -- they are hard to kill, and can fly a long distance, makes it perfect for blocking shooters or taking retals, etc.

And, the most important drawback for gremlins are: their numbers are too few, if you can recruit 100+ gremlins @ lvl 9, then I would say it will be very useful
Good point wood agree with you about troops gonna do low damage.

But it's depends of total number of troops, a full stack on master grem, will hurt more...

Geraly master grem does 3x more damage than gargules of currently level.

I don't mean master gremilies will make all the game alone and will win only with they, no no no... I just said ins't a bad opition at all...

Let's talk about run away with gargules...

On 1v1 can be possible, but since most units walk alot and can chase em and kill em, it's just a question of positionament...

And some units don't really need it, like grifs, hh, cerberi, unicorn, efk etc. They can reach gargules whatever they go.

And at 3v3 it's looks more hard, unless you ran to an ally with good positionament to keep with under protection... ins't a bad ideia at all...

But let's be a bit realistic, we cannot depend all the game with lucky of get a good ally on team, we must be ready for everything.

Now talking about what master gremilies can do to help and what gargules can do...

I think the gargules run strategy ins't userfull, only agains't unlucky players or beginner player can work, and we cannot use they to do any damage, because we want they alive... So we will use they only to run and run and run...

With master gremilies they will be under protection and keep doing 3x more damage, also the range problem ins't a problem really, since all factions including elvens, will charge to em, because no one will try beat a wizard with only 1 stack of units...

Gargules small stacks still can be used to make combos when enemey approach, if we have small stacks with 2-3 gargules each, only to take retail, make wall and defend vital units and make enemy waste most turns we can make him waste and keep killing with hero wizard...

Now you said, hey know said with full stack i can't split few little stacks with gargules to do this?

Well ins't commom see this happening, also only in make a full stack of gargules and don't use it, already is wasting one stack who can make walls and help the troops survive...

Coming back to gargules once more, only i see how they can be pwoned easy?

I saw a level 13 Elven with only 10 - 13 unicorns kill 67 gargules 76% total stack in just one strike without lucky...

And it's the best defense and survival they can offer? Next turn efk just finished all the stack left... And others units like genies, golems etc.

Got pwoned so hard because there's nothing to protect em, and also they even got a chance to attack back, because again no one unit to take retail...

So the result of this fight was, wizard did 1 spell killed 30%-35% of elven army, elven army did 2 attacks and win the game. GG.
At my opnition master grems are more userfull with magic wiz...

Because agains't magic wiz, enemey need approach, and it's anule range penality.

With might wiz, we need charge to enemey because we have a poor range power... So like liuke saids, gargules can be really more userfull than gremilies...

Also golems are so SLOW! to charge anything... It will make master grems, really bad addiction for army.

Geraly master grem does 3x more damage than gargules of currently level.


this is not correct, at least not correct in lowm
this is not correct, at least not correct in lowm

Number + Damage + Attack parameter
for Kimerales:

you can recruit no more gremlins than gargs, and their damage is the same (1-2), and gremlin's attack parameter is no more than garg, how do you get this 3x number?
Gargs got 1-1 damage and 3 attack

master grem 1-2 dmg 3 attack

Shoting out range will do less or same damage, but inside range will do more
(same amount troops)

Are you sure about 1:1 trade? all factions the difference bettwen tier 1 for tier 2 2 for 1, 3 for 1 and sometimes 4 for 1...


With my level 2 wiz, the trade is 1.5 for each gargule... the difference should be apply to increase the golem count... and stay with few gargules...

As i remember the barbarian faction trade less hobs for wolfs with low level, it's the game balance for not overpowing any faction...

So i guess the trade high level should be 2 for 1 or 3 for 1...
for Kimerales:

http://www.witchhammer.ru/viewpage.php?page_id=46&build=66

Check this page for how many troops you can recruit for each level and faction. This is for .ru, but it's almost the same here

Shoting out range will do less or same damage, but inside range will do more

I dont know what that means, however for gremlins, inside range will do 1-2 damage, outside range will do 0.5-1 damage

Also comparing master grem with garg is not fair since you are comparing upgraded T1 with T2. Upgraded garg will have 1-2 damage which is the same as master gremlin
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