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

-  The Dragon Tyrant

-  The Berserker

-  The Beast Rider

-  The Poison Wisp

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-  Stone Golem & Golem Ambusher

-  The Frost Golem

-  The Dragonspeaker Mage

-  Advanced Gold Tactics

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- This section is 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.

This section is currently under revision, and is not neccesarily completed.


- The Berserker

Beast Fighter
Hit Points 42
Power 22 +Stun
Armor None
Blocking 25% Front
12% Side
Recovery 1
Movement 3
Target

 

The Berserker (Berz) is one of the most underrated units in the game. As a newer addition, people tried it out, and then simply said "forget it." But the designers of TAO knew what they were doing when they added this thing, and it's certainly not something to be underestimated. "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."


- The Berserker

In The Turtle:

The Berserker is probably the most effective when being used in a turtle. It's main weakness lies in the fact that it has no armour. Naturally, adding 30 helps this thing out a lot, and you could even potentially advance it up, but don't. This unit is a defence specialist. If you use it in combination with a frost golem or poison wisp, you'll see what I'm talking about. Thanks to the +1 turn stun, and it's powerful attack of 22, it can easily take out many of the things your opponent throws at you. The most common example being the mud golem.

Let's say your opponent moves his mud golem in and uses the mud quake to de-armour your turtle. He's got a wait of 2 turns. What do you do? Provided your cleric isn't going to die next turn (which hopefully it shouldn't, but if it's a rush, you never know) use the berserker. Assume it's a rush. Your berserker hits the mud golem the turn after the muddy attacked. Mud's at 38 health and 3 turn wait, without armour or blocking. Pretty sweet eh? Even if they heal, as long as you make sure to attack that muddy enough, it's gonna die before it can launch another attack. Especially if you use the berserker again on it.

Now, we know the berserker has low blocking, and low hp with no armour. So naturally, you want to keep it protected, but somewhere where it can still move out and become effective. This is probably the hardest part about using the berserker, and why so many people call it a useless unit. It all depends on your setup. Usually though, you'll want the berserker about 2 spaces away from your cleric, towards the centre of the board. Example setup below.

(Disclaimer: I haven't actually used any of the setups posted in the berserker section, they are just potential examples.)

http://smg.photobucket.com/albums/v228/markh1822/TAO/taoschool/?action=view&current=berserkerturtle.jpg

Just try and keep your berserker protected, but don't go out of your way to keep him alive. If he's going to die, he's a weak unit in terms of health and blocking, it was inevitable. It's better to keep your dragon and scouts for the end of the game.

In The Rush:

Yes, a berserker can work in a rush. It can work anywhere. The rush setup will always have one unit guarding the cleric from a quick dragon fire. That unit is the berserker, if it's part of your setup, or a knight. The reason why you save the berserker for the end game in a rush setup, is because you're trying to take out their knights, as well as cleric, as soon as possible. Any other units that you get along the way are just easy pickings. By the end game, they'll be left with scouts, or some other weak defence units. This is the time to bring out your berserker. If you can stall whatever unit they have, so you can kill another, then do it. If you want to use it for power alone, do that. It can be used many ways, and mostly on defence. If someone tries to bring in a unit to kill your cleric, and you don't have to worry about the dragon killing your cleric quickly, then you can move the berserker out, and stall them, while inflicting damage. By the time they reach your cleric, your dragon should be able to take it out.

Berserker on the frontline is a completely different story. If it's on the frontline, use it to get a quick kill on any scout, or mud golem, anything you can hit easily the first turn, so that it can't move out of the way for the next turn. When you'll be using some other unit like a dragon or scout to help finish it. If they have a dsm in their set, the berserker can really save you from a roasting. Move it up, attack the dsm, and then the next turn, use anything to finish it off. If they heal, then you can use mud golem, or dragon. If not (which they probably won't) then shoot it up with a scout side shot, or a mud quake. Point is, your units aren't extremely damaged. Now, most people won't go after the berserker from the start if it's up front. And that's why it's so effective. You can use it to stall an opponents golem ambusher, their dragon, mud golem, scout, whatever you want. And on top of that, do a nice bit of damage to them as well. Point is, don't try and save it if it's going to die. Take advantage of the turn they used hitting your berserker to inflict some threatening damage. Like hitting their scout with your dragno, or mud golem or something. Or going after their cleric with your scout, so that your mud golem can clean up the next turn.

Just a couple Berserker setups below.

http://smg.photobucket.com/albums/v228/markh1822/TAO/taoschool/?action=view&current=berserkerrush.jpg 

http://smg.photobucket.com/albums/v228/markh1822/TAO/taoschool/?action=view&current=Bersfrnorush.jpg

In The Anti:

The Berserker in the anti is probably one of the most effective places for it. In combo with the frost golem during the mid game, it can really begin to show it's strength. Once again, due to the stall factor. Let's say they move their dragon in to your set and attack your scout. Well... first order of business, save your scout. Depending on the situation, you could heal, or retreat it. If you retreat it, shoot something, then go. If you wanna shoot the dragon go ahead, maybe it'll drop it low enough that he can't keep it in there pressuring. If you heal, you better be safe to heal. It's not the best mvoe most of the time. If you retreated your scout, now's the time to heal. Dragon is on 1 recovery. Bring in the berserker. Provided it hits, 18 damage and 2 turn recovery again. If it's 2 turns, that means you can get another hit in on the dragon anyways. most likely, this will result in a dead dragon for them, if you attack the dragon in the berserker's recovery turn. Or something else dying, and you being able to stall the dragon until you can heal again, as well as pressuring their setup. If they dragon is about to get away, and potentially kill a unit. Use your frost golem! Freeze the dragon, even if it's only for one turn. Then, the next turn, hit it again with the berserker. One more turn of wait, 18 damage. And if you've been pressuring it in the meantime, it most likely is gonne die.

The berserker's strengths in the anti, lie in it being a trap. If they ever move anything with over 1 recovery into your setup. The berserker can make mincemeat out of it, no problem. In the end game, it can be very effective with the frost golem. If you only have a knight, a berserker, and a frosty, vs. 3 knights, you should win most of the time. Use the frost golem to freeze an onrushign knight. If they don't pressure the frosty, then hit the knight with your knight. If they do pressure it,  decide whether it's a better move to hit the frozen knight with berserker, or the rushing knight. If you manage to hit the rushing knight, then one turn wait. Woohoo. If you hit the de-frozen knight, it's useless for the frst turn it's unfrozen, and takes 17 damage. Overall, it's all about strategy. Try not to save your berserker for the end game, but work with what you hve. And most likely, you won't end up in a bad situation if you keep using it as a trap from the start.

Example setup below.

http://smg.photobucket.com/albums/v228/markh1822/TAO/taoschool/?action=view&current=berserkeranti.jpg

In The Bomb:

The bomb setup, I just don't like. Using a berserker in it, usually means sacraficing a space better used up by a knight, or something else that could last in the end game. It can serve it's purpose as always, a trap to stall enemy onrushing units. But most likely, with such weak units up front, you're gonna get beaten down every time. If you decide against this advice and use it anyways. Then what you want to do is kill their knights and cleric asap, and if you can, without going out of your way, kill their scouts or mud golem, then do it. This should leave you in the end game with a dragon, a scout or 2, and the berserker along with your cleric. Hopefully against only 1 damaged knight, a scout or two, and whatever else they managed to save. Point is, with your dragon, and their damaged units. A lot of things are going to be one hit kills. And if you can stall them with the berserker, so they can't attack back, or go after your cleric, then that works even better. Use the berserker here like a berserker in a rush. It can go behind front row, or at front row. Just use it to stall whatever units they have up front, and torch em with your pyros and dragonspeaker mage.

Example setup of a berserker bomb.

http://smg.photobucket.com/albums/v228/markh1822/TAO/taoschool/?action=view&current=berserkerbomb.jpg


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

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