Tactics Arena Online School
  teaching noobs since Feb. 11 2005  
   
Navigation
-  Home

-  The Basics

-  The New Blocking System

-  The Knight & Assassin

-  The Scout & Cleric

-  The Enchantress

-  The Barrier & Lightning Ward

-  The Witch and Pyromancer

-  Advanced Grey Tactics

-  Gold Units : The Basics

-  The Dragon Tyrant

-  The Berserker

-  The Beast Rider

-  The Poison Wisp

-  The Furgon & Mud Golem

-  Stone Golem & Golem Ambusher

-  The Frost Golem

-  The Dragonspeaker Mage

-  Advanced Gold Tactics

-  Guestbook


- The Gold Game Idea/ Basics

Gold Games are unique and seperate from grey games because the variety of units available to you, allows for different kinds of setups to become effective, unlike grey, where a good turtle will beat almost any setup, and only lose to those with luck and plenty of drops. The gold game incorporates 3 new units types, Beasts, Golems, and new Human charecters. Let's get introduced to these before we go any further shall we?

Beasts:

Dragon Tyrant

The Dragon Tyrant (DT) is the powerhouse of the gold game, with 68 health, 15 armour, 28 attack, 4 movement (teleport) and 3 attack range, it's a force to be reckoned with in any game. But this doesn't mean it's invincible, a dragon that moves and attacks has a 3 turn wait, and only 40% blocking. In that time a couple knights could walk up to it's side and start hacking away, maybe get some back shots too, and their dragon could very well attack it, leaving your dragon at the end of the 3 turns either dead or clinging to life only because you healed. And the turns afterward it could come under scout fire and you can just say goodbye to your all powerful dragon, so use it wisely and without too much risk.

Berserker

The Berserker (Brskr) is an interesting unit. It is absolutely neccesary that it be used defensively, or as a sacrafice unit in a rush, because attacking with one usually won't work unless you're heading in and they have practically no offense anyways. Standing with a massive 42 health, 22 attack, 3 movement range and only 1 turn wait, it's fairly well balanced. It's secret lies in that if it attacks a unit, and it hits the unit, that unit then has 1 turn wait added on to it, which can really screw people over if they moved their dragon tyrant in too far without a plan, because a Knight + Berserker combo that continually attacks a dragon will kill it regardless of healing, as long as the berserker hits at least once. But the berserker's faults lie in that it has 0 armour and only 25% blocking. So rushing it forward early in the game is pretty much impossible. Best used with a stone golem. The main thing to keep in mind about the berserker is this. The Berserker's attack power and style make it similar to a knight, but it'd defensive capabilities are more similar to a beast rider with no armour and lower blocking. And the fact that friendly units cannot pass through the berserker makes it even harder to use it truely effectively.

Beast Rider

Ah the Beast Rider (BR), this unit is more commonly used in legends, and in legends you can get it as a drop, so you don't even need to be gold to have one there. The beast rider is interesting, it attacks 2 spaces at once, with 19 attack power, but both are blockable, not the point, the extra range can be useful, especially in legends to deal with things like frost golems and enchantresses, when you don't have the extra scout you normally have in fps servers. It's 4 movement range and 1 turn recovery make it good for quick attacks, it's kinda like the gold assassin. It's weakness lies in it's armour, blocking, and health. It has 15 armour and 38 health, the 38 health isn't too bad but with only 15 armour, 2 knight hits and it's dead.  So try and use it in combination with the stone golem as well, or so that it can be healed the next turn in case it's attacked. It's other key lies in the midgame, after both of you have flanked and attacked and taken a few things, this guy can come in and support a knight and a scout and do some fun damage when they won't be able to attack it twice in a row cause they don't have the units to.

Poison Wisp

The Poison Wisp (PW) is by far my favourite unit out of all gold units, simply because it's so awesome looking! It's like a cute little woodland creature that scurries around and collects nuts. I love it! But it has strengths far beyond that. The Poison Wisp is a great defensive unit and can be quite effective at offense/ counter attacking many times. It's ability is to poison an enemy unit, so that as long as that unit remains poisoned and unable to move, it will lose 4 health per turn. This really tends to add up, when you also are attacking that unit with your other units in the meantime. On top of that, the poisoned unit cannot attack the turn it breaks out of poison, it can only move (provided it doesn't have a recovery already) The main weakness in this move is poisoning knights, if a knight doesn't have a wait time, don't poison it, it'll just move out of the way, next to the poison wisp on the other side, and hit it the next turn. You can also use the wisp to do the little bits of damage (because it is auto-8 damage at least) and it also works under on barriered units, the only kind of attack that will. The wisp is just such a versatile unit that I could go on about it's basics for so long, but read more in the Poison Wisp section. Final tips, though commonly un-used, the wisp is very effective with a berserker in a turtle, as well as a frost golem or a furgon. On offense, it can be used in a "cleric killer" setup, where the point is to poison the cleric first turn, then use a scout or ambusher to kill the cleric the next turn after the wisp is de-focused. It's statistics are 30 health, 0 armour, 2 turn recovery, 6 movement range (teleport), and attack pattern is all 8 spaces in line with it, like a cross.

Furgon

Ah the Furgon, key to a good gold game defense, though most commonly used in turtle. The best thing about a furgon, is that it always skips along merrily to it's task, it's just admirable. But beyond that, the Furgon summons shrubs in the same pattern as a pyromancer, with a range of 2 away as the centre of this summoning. What does this do? It makes it annoying for enemy units to have to move around. You could summon these shrubs in a real mess and save your frost golem from being hit by a knight, or to block multiple los shots at once, it's a very effective defense against practicaly anything. It's weakness is mud golems though, and pyromancers and dragonspeaker mages do take out the shrubs quickly as well. So try and make sure that a mud golem can't simply quake and make any shrubs summoned just become destroyed. The key to a succesful furgon setup, is to have units that can teleport you can use as well, otherwise you might as well be trapping yourself in as well. So try and use it with a dragon, mud golem, or poison wisp as well, so that you can put up shrubs and move through them as well. It's also very good at buying a unit some time to recover, or causing them to waste a turn getting out of the shrubs. The furgon also has a secret trick. "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 spell replaces the Furgon's normal attack when it becomes available. After using it, the Furgon will become exhausted, and cannot block or step aside for friendly units to pass. Wait 6 turns and the Furgon will return to normal strength." In other words, when you lose a unit, and you've encaged your furgon on all 4 sides with shrubs, the next turn he can summon shrubs around all enemy units, which can really slow down your opponent and buy you time to heal or kill a frozen unit. The Furgon has 48 health, 0 attack (it summons shrubs, remember?), 0 armour, 50% blocking, 3 movement range, and 1 turn recovery.

Golems:

Mud Golem

Alright! The Mud Golem! One of the most fun gold units you can get, and aside from that, in legends you can get it as grey, it's not even rare! The Mud Golem has many strengths that can aid your game but a couple key weaknesses which, when exploited correctly will lead to it's death and most likely your victory as long as you can keep it under wraps. The Mud Golem's strengths are the facts that it has 60 health, 20 attack as well as a secondary attack that will do damage to all surrounding tiles within 3 spaces(unblockable), 5 movement range (teleport), and only 2 turn wait. When you utilize these, the mud golem becomes a deadly thing to simply charge in and do damage to everything, then leave it to your other units to finish the job, and retreat it. It's weaknesses are that it has 0 blocking and 0 armour, so 3 knight hits and it's dead without healing, and 3 knight hits and a scout, and it's dead even with a heal. So try not to send it in to it's doom, because it does have 2 turn recovery, which isn't too long but that gives the enemy a chance to kill it if you don't heal, before it can move again. The Mud Golem really suits any setup type, so it's best suited to whatever you want to play. Just make sure that if you're using it with a stone golem, that it is one of the units being armoured, because if it isn't, it might as well not even be there. A couple little tips with the Mud Golem is to use it with a dragonspeaker mage, or dragon tyrant. A dragonspeaker mage does major damage to many units, and then the mud golem moves in and finishes off the last bits of health. And a dragon + mud quake on a scout will kill a scout. The Mud Golem must be next to the scout when doing the mud quake for this to work. And finally, if you can keep it til the end game, it becomes very important thanks to it's unblockable ability.

 

Stone Golem

Well, the stone golem is pretty cut and dry, it's a defensive unit and that's what it's good for. with 60 health, 30 armour, as well as the ability to give itself and 4 other units +30 armour, no attack power, 4 turn recovery, and 2 movement, it's best to not move it at all until you need to. This unit really only works in a turtle game, and is just the perfect thing for it, with a furgon, de-stoning a stoney is nearly impossible, and not worth it if there's a frost lurking nearby as well, so try and use it with both, though neither is neccesary for the stone golem to be effective. Your decision as to what units you choose to armour, a suggestion would be 2 scouts, dragon, and mud golem, but you can also throw in a wisp, or berserker, or anything really, just make it functional. Also a couple suggestions on placement, beside the cleric in the back row helps protect your cleric, or in the corner of the board , diagonal up from your cleric, so it has walls on 2 sides, that way you can keep a unit in front of it, and people will have a hard time finding a method of attacking it with LOS, so long as you have a furgon. This would be for corner turtles. A centre set, I wouldn't neccesarily reccomend but, can be suited very nicely in some instances, make sure this has a furgy cause otherwise you might be screwed, and for a centre set try and put it dead centre of the back row.

Golem Ambusher

The Golem Ambusher is like a shorter-range scout, with no los. How you use this unit is up to you, offense (in a bomb or rush set) or defense (harder but not impossible, and useful when using a furgon as well, because you can attack units outside shrubs without having to expose yourself). It has 60 health, 0 armour, 3 turn recovery, 2 movement range, 20 attack power, and 4-5 spaces attack range, nothing closer, nothing farther. This means that it's very useful when positioned correctly, but don't save it in exchange for another one of your units. Because in the endgame, if they have a free knight to go and attack it, it can't do anything to the knight, while the knight can smack it up and toss it away. Using in combination with a mud golem, wisp, or scout can be deadly when you are bombing your opponent. Have a scout in the middle front of your set, ambusher in a position close enough that in 2 moves, it can attack the cleric, and a wisp or a mud golem next to it, which can attack the cleric as well. The strategy with this is move the wisp or mud golem in, if it's wisp, poison the cleric and any other units you can, and if it's mud, quake so that the cleric gets at least 5 damage, 10 makes no difference, and 15 doesn't make much of a difference, so using it to do 5 is usually reccomended as it will most likely hurt other units as well in the process. Then the next turn, move your ambusher in and attack, your opponent is down a cleric. Then procede with dragon and knights to do damage to their range units, and have a frost golem in your setup waiting to freeze them in the end game.

Frost Golem

The Frost Golem is one of the most valued gold units in the game, and greys in legends server can have them too, thanks to drops, meaning they can have more than 1 even.. a scary thought. A frost golem will paralyze a unit up to 4 spaces away. It has 60 health, 0 armour, 2 movement, 2 recovery, and no attack power. This makes it almost like the gold version of the enchantress. But the difference between a frost golem and enchantress, which you must exploit to your benefit, is that it can only freeze one unit at once. A 2 knight rush is capable of dealing with it while if you were rushing 2 knights vs. an enchantress, you would end up with both knights frozen. The frost golem however, is capable of immense strategy. Use it with a furgon and they waste time hacking through shrubs to reach it, and in that time you can attack the frozen unit and kill it, so that by the time it reaches the frost golem, your frost can freeze it and you may procede to attack. Similar to this, even without a furgon it's a dangerous unit once their range has been taken out, or even if it's just lessened, because you could just put up units on the sides of it so that it can't be hit, and still keep on attacking their frozen unit, or even attack the unit attempting to reach it, and kill it before it even can. It also helps protect against the scout's Line of Sight. But watch out for it's low recovery time, because without moving it recovers in 1 turn. This unit, is extremely versatile as well, and can be used in any game type, while remaining just as effective. Just don't let it take on too much damage, stone golem can help with this, as it gives it armour. Also a frost golem is very effective with a poison wisp as well, you can freeze the unit, and then poison a unit trying to reach your frost golem (as long as this won't kill your wisp) and cause them to take extra time before de-freezing their unit, and buying you an extra turn. Also, you can use the poison wisp to poison the frozen unit, and then you can focus on attacking incoming units, or attacking them, while still doing damage to the frozen unit, so that on another free move, you can just kill it. The Berserker is also a pretty good unit to use with the frost golem because it can stall enemy units from advancing, and give you some time to protect it, but make sure your Berserker isn't going to die from this, once again, armouring it usually helps.

New Human Units:

The Dragonspeaker Mage

This thing is a destructor, no question. If you're facing one of these, try and kill it as soon as possible (or kill dragon if you can't kill this and you can kill the dragon) cause if you let it live you're going to be feeling the hurt. The Dragonspeaker Mage is exactly like a pyro in statistics, but when a dragon is on the same team as the mage is, the Dragonspeaker Mage receives a bonus 12 attack which is sapped from the dragons total attack power (meaning the dragonspeaker mage will have 27 attack power, and the dragon will have 16). So if you thought a dragon was tough, cause of it's strength, imagine something that can hit more than one unit, up to 5, in a single blow. It's devastating. And what's worse, is if there are pyromancers on the same side as the Dragonspeaker Mage, then they also receive bonuses. However, the more pyromancers, the more attack power is sucked from the Dragon. And since the dragon only has 28 attack power, once you have 3 on the field, it has 0 attack, and your pyromancers also only receive a total of 9 bonus (it rounds down in cases where the 28 does not divide equally amongst the mage/pyros). So the more pyromancers there are, the less power they all will, have, however as you kill them off, the others will gain in strength, and so will the dragon. Be warned, if there is just a dragonspeaker mage and a dragon on the field, OR just a pyromancer and just a dragon on the field, then the combo of attack will kill a scout without healing. So watch out for your scouts cause no matter what you do, chances are they'll be a big target of the mage's attack. Similar to this, when you are using one, don't use it defensively, or have it back row along with a dragon and have 2 pyromancers up front to do your dirty work, so your opponent can't kill it and has to deal with it's power anyways. However, do remember it does have the same normal statistics as a pyromancer, so 2 knight hits, will kill it regardless of healing, and even if the pyromancer's are powerful, killing them off isn't hard. a form with too many Pyromancers and the Dragonspeaker Mage is not reccomended because in the end game, if your opponent played against you properly, they should always win cause your units die easily.

A Second Scout

This does not apply to legends, but in the FPS servers, when you upgrade to gold, you get a second scout. And it has got to be the most useful thing in the world. Your scouts are still highly valued when using 2, however if you lose one, it's not the end of the world, and this is big because scouts die from a lot of combo's in the gold game. However, it also give you 2 of the longest range attacks in the game, meaning that if you want to flank someone, they'll have a tough time trying to block both scout's lines of sight. You've already learned about the scout from the grey game tutorial, and it's principles are still the same. Some useful combos would be Scout + Dragon = dead Scout, Beast Rider, Pyromancer, Dragonspeaker Mage, Poison Wisp, and Berserker. And 2 scout hits opens up a whole new range of possibilities, because even if they heal, all the units listed above will die anyways, and they wasted a turn healing so it's not even any time of your back.


Read this all, and you'll master the game.
 

Create a free website at Webs.com