Tactics Arena Online School
  teaching noobs since Feb. 11 2005  
   
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-  Gold Units : The Basics

-  The Dragon Tyrant

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-  The Beast Rider

-  The Poison Wisp

-  The Furgon & Mud Golem

-  Stone Golem & Golem Ambusher

-  The Frost Golem

-  The Dragonspeaker Mage

-  Advanced Gold Tactics

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- These sections are currently under construction
All Gold Units sections are currently under construction, there is no determined release date, as my schedule does not currently allow much spare time, however you may be able to expect that these sections could be completed near the end of July, as that allows ample time to produce them with my currently hectic schedule. Some may be completed before then.

- The Stone Golem

Golem Spell-caster
Hit Points 60
Power +30% Armor
Armor 30%
Blocking None
Recovery 4
Movement 2
Target


- The Stone Golem

In The Turtle:

The Stone Golem (Hereon referred to as "Stonie") is a turtle unit. That's what he does. He gives 5 units (him being one of those 5) +30 armour under a focus spell until someone can hit him and de-focus him. So how do you use this unit? The answer is, defensively. Most often, people put the stonie right next to the cleric on either side. This way, he's way off in the back where no one can hit him easily, and is guarding your cleric on one side. So what do you armour with a stonie? The answer is anything. It's all up to your style of play. I'd strongly reccomend armouring units that normally have no armour, or very little health (often a combination of the two) so that you can use them with confidence when rushing them up. A few examples of these units would be the poison wisp, mud golem, scout, beast rider, the list goes on. But the stonie doesn't have to only armour weaker units, a common strategy is to armour one or two strong units in the mix, so you have a powerhouse to rely on. For instance, an armoured knight only takes 10 damage from another knight, similarily, an armoured dragon is also one of those powerhouses. Some may even consider the muddy a powerhouse after he's been armoured, simply due to it's massive health, point is, whatever you armour, it's up to you. I can't give you any specific advice on what you stone, but know this, the weakness of the stonie, is when they've moved their armoured units far out of place, and then get de-armoured. Use this to your advantage. If you don't rush up your units to take out their stonie, then their units will have a great time after they've dealt with yours, and are wreaking havoc on your setup. But similarily, don't get caught with your scouts way down the field and then get de-armoured and have a dragon shooting flames everywhere, ready to destroy them. The best way to de-stone someone is usually with a mudd'ys mud quake, but you can use anything, as long as you don't end up losing an imoprtant unit to do it.

In The Rush:

The stone golem isn't as effective in the rush, after all, it has 4 turn recovery and only 2 movement range, and on top of that, it's a purely defensive unit in an all out attack formation. But suprisingly, I have seen a few effective stonie rushes. The stonie rush works like this. You have your normal frontline rush, and just have the stonie in back, in front of your cleric so no one can just dragon toast the cleric. Play your rush normally, trying to take out everything as quickly as possible, with the cleric and scouts (as well as any other range units that might be lurking about) as your top priority. Then, when the melee has calmed down, retreat (don't let yourself get caught while retreating so that you end up at a disadvantage). Now, hopefully you have a knight or two left, a scout, maybe even a dragon. The stone golem is then used, in the mid-game, to armour your remaining units. Once they've lost all their range and hopefully healing abilities, the extra armour will be devastating, and there's a good chance you'll come out on top. I don't see stonie rushes very often, but they're certainly not something to disregard.

In The Anti:

The stonie isn't really an anti unit. The anti setup is defined as sort of a corner rush, but a bit better organized defensively. When you use a stonie in an anti though, it's used very similarily to a rush. Try and go in, destroy all range units, hopefully take out cleric, and then use it to armour up your remaining units and have them wreak havoc on the enemy. Interesting things you can do with a stonie though, if you're using both a stonie and a frost golem in a setup, I'd reccomend putting the stonie in front of the cleric, and the frostie beside it (cleric back corner). This way, you can potentially armour your cleric and frostie without moving, if they are trying to kill your cleric. Also, it sets up nicely to allow units to flock around it and set up the cross pattern to stone with, if you might be in an opposite side game, or just in the mid game. Like the rush, I don't see a stonie anti too often, but they're also very sound setups and shouldn't be taken lightly if the player knows what they're doing.

In The Bomb:

A completely defensive and strategic unit being thrown into a setup that's entirely offensive, relies very little on the late game play, and involves very little strategy? That's just stupid. If you're going to bomb, don't bother putting a stone golem in your setup. However, I can imagine a few small possiblities of how a stonie could work in a bomb. That being, have the cleric in a corner, stonie on the back row next to cleric or in front of cleric, and armouring your dragon, dsm (put it as far up as possible if you're armouring it, it'll be useful), a scout, and a knight. This way, you have your initial bomb units doing intense damage, and killing the dsm to end it isn't the easy answer. Afterwards, you can move the dsm up into the fray, and the knight, scout, and dragon who will already be armoured and ready to try and save you the game as well as finish off the weaklings. I should note, if you are using a stonie in a bomb and get first turn, since none of the bob units can move first turn, this gives you an obvious first turn choice. If you get second turn however, don't armour your units unless it's definitely beneficial to you. You want to do as much damage as quick as possible, and leave as little room for them to recover as possible, so wasting one turn off the bat to armour units is not reccomended.


- The Golem Ambusher

Golem Fighter
Hit Points 60
Power 20
Armor None
Blocking None
Recovery 3
Movement 2
Target


- The Golem Ambusher

In The Turtle:

In The Rush:

In The Anti:

In The Bomb:


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

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