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 Knight

Human Fighter
Hit Points 50
Power 22
Armor 25%
Blocking 80% Front
40% Side
Recovery 1
Movement 3
Target


- The Knight

Many newbs consider the knight to be the only way to win a grey game. I've lost count of the number of 900-rated-or-so greys who've taken out my knights at great cost to themselves, because they believe (as I did once) that whoever has the most knights in the endgame wins. They are wrong. The knight is not an endgame unit, except in particular circumstances, but rather a powerful weapon to throw out early in the game.

The knight has many strengths, and few weaknesses. Its main strength is for dealing with lightly armored units with a high recovery, such as the scout, pyro, witch and cleric. A common and effective tactic for knights is to move into attack range of a mage, take the hit, move in and attack, heal, then attack again and retreat. A knight will kill a cleric, pyro or witch in 2 hits regardless of healing, and since the knight recovers before the mage does, he can attack twice and then retreat to safety. This means you end up a unit up, and your knight is in a safe knight wall on about 30 HP (depending on what happened between his attacks), which can easily be healed.

The knight is also the best way to kill the scout, which if you can do without losing too much of you own stuff, will win you the game 90% of the time. A good player will keep his scout away from the knights though, so you'll need to be bold and charge in. I would gladly swop one knight or even two to get the enemy scout, so long as my chanty is still alive.

Knights are also vital in same side turt matches, where they make a solid wall from which you can spring attacks on weak spots in your opponent's formation. Just be careful of mages hidden behind the enemy knight wall, which can chip away at your knights faster than you can heal. If possible, try to use your knights to take a LW hit. Ths then renders the enemy's LW useless for 4 turns, in which time you can get your other 2 knights through a hole and close to your opponent's cleric.

Only one thing can stop a lone knight with 2 cleric backup, using the attack-heal-attack-heal technique, and that's a chanty. But we'll come to that later. Just make sure that you don't send your knights into freezing range while your scout is in recovery, because if you do, it's basically a one-shot kill if your opponent knows what he's doing.


- The Assassin

Human Fighter
Hit Points 35
Power 18
Armor 12%
Blocking 70% Front
35% Side
Recovery 1
Movement 4
Target


- The Assassin
Any unit which has another attack added to it was obviously not strong enough beforehand. This is the case with the assassin. While it makes a useful flanker, it dies in 2 hits from a knight or knight/scout, and also from a LW/witch hit regardless of healing. Therefore, you need to keep it out of range of high-powered units, although with it being a melee unit this is often very hard. And similar to the knight, it gets stopped dead by the chanty too.

The new attack, dubbed the "ass bomb", is interesting but often not used. Again, it's a potential threat. People will waste time killing the assassin, being careful not to reduce it to 5 or less HP. You have to use that time wisely. Once someone has been got by the ass bomb once, they won't let it happen again. So the only advantage it has is to make your opponent worry.  To actually do the "ass bomb", your assassins health must be at or lower than 4 health. When attacking you click the actual assassin and hold down the click until the white aura underneath the assassin disapears, then release to do 99 unblockable damage to the 4 surrounding squares.

I use my assassin as a wall unit. Its superior blocking make it useful for this, and also handy for breaking focus when my scout isn't able to. That's about all it does. With 18 power, little HP, and the need to be close to attack, it's too easily killed and not strong enough for my liking. It's the first unit to take out when you get a cleric, chanty or witch drop, after the pyros.
 
assbomb.jpg
The Assassin Bomb In Action

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

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