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The Dark Magic Witch |
| Human Spell-caster |
 |
| Hit Points |
28 |
| Power |
24 Unblockable |
| Armor |
None |
| Blocking |
20% Front 10% Side |
| Recovery |
3 |
| Movement |
3 |
| Target |
 | |
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The Dark Magic Witch |
Dark Magic Witch (DMW or witch for short).
This is a difficult unit to use well. It has so little blocking and HP that 2 hits from virtually anything will kill it even with healing, and 3 most certainly will. So you need to protect it.
This is best achieved with a BW, using the technique described above. If you take a hit but aren't threatened by anything immediately after attacking, heal and THEN barrier. This will give you more HP to play with after you de-barrier and retreat.
The witch, in the opposite corner turtle game, is either a flanking unit (if your opponent is defending) or as a unit for dealing with anything that gets through your defenses (if your opponent attacks). It's very, very useful for taking on attacking, unsupported scouts; take a hit, attack back, heal and barrier, and the enemy scout is on 18 (or 30 if they heal), your witch is on 22 and safe, and the enemy scout then has to retreat. It's also good for finishing off any knights that have got through your defensive wall, and preventing that cleric kill. And if you can do it, your opponent will too, so when you're attacking a defensive form, try and take out the witches if you can. This will stop your knights from being killed before they can get the cleric/chanty.
In a same side turtle game, the witch is far more useful. A LW/witch combo kills anything grey and mobile in the game except for the knight (which is left on 9). It also virtually kills a scout, even if the scout is healed. A common tactic is to barrier your injured knights, and use you witch to attack through the barriered knight to get to the enemy knights, without exposing your witch. You can also attack through your own full health knights (so long as there's nothing else threatening them) to kill any weakened units, and then heal later. And of course, if your opponent uses his LW, you can move up, do the BW trick, and just leave the witch there. It's a constant threat that way. Threats are everything in this game; they stop your opponent doing what he wants, and that gives you a chance to do what you want instead.
Witches are also good in rushes. The goal is simply, move in with knights, and attack whatever you can, then use the witch to clean up the damage and hurt some very important vital units like the scout, enchantress, or even cleric if you can. Often they'll end up having to sacrafice a unit just to stop the witch, and then you get a sacrafice unit anyways. If you have multiple witches from winning witch drops, then in the rush, it's simply put them all in the front row and attack whatever you can. Have 3 knights, a scout, and a cleric backing them up and in the end you might just come out on top. |
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The Pyromancer |
| Human Spell-caster |
 |
| Hit Points |
30 |
| Power |
15 Unblockable |
| Armor |
None |
| Blocking |
33% Front 16% Side |
| Recovery |
3 |
| Movement |
3 |
| Target |
 | |
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The Pyromancer |
Pyromancers (pyro for short)
Firstly, don't stray too close to knights with them. Two knights hits kills a pyro even if healed once. A common mistake for newbs is to burn a knight first turn. I simply move up my knight and attack, he heals, I heal (negating the damage I took), he maybe takes a swing at my knight, I attack his pyro again and retreat back into my knight wall. Result: 17 damage (maybe) on my knight, 2 turn recovery on my cleric (both of which are irrelevant unless there are more pyros and witches around, because my knight wall is pretty solid), and I'm only facing 9 units.
Secondly, you can't put them near the front line and not expect them to come under heavy scout fire. Anyone who knows scout line of sight will just shoot straight through your knight wall and hit the pyro, and again, 3 hits kills a pyro even with one heal.
Thirdly, many people think "Oh, that LW is in recovery, I can move my pyros past it." You can't. Pyros have 3 recovery, LWs have 4, so ONLY if the LW has ONLY JUST acted can you move past it and attack. Otherwise, your pyro will still have recovery when the LW is ready for another shot. And even if you do move the pyro past it straight after the LW blast, there's always the chance that a good player will then move up a knight or scout to attack an undefended piece like the cleric, so you have to spend time protecting it... and if you don't move the pyro as soon as it has recovered, it will die from the LW shot... so you may end up having to choose to lose your cleric or pyro.
The main strengths of the pyro are that they can finish off very weak units without fear of blocking, and their long attack range (7 spaces). This makes them the only focus breakers you have, other than your scout. If the enemy is using a chanty, they will be useful if kept back and saved for the endgame, especially if your scout has been killed. As abyaly said, you can use them to force an opponent to heal and waste his cleric, but always consider the fact that a good player may well think that a knight on 39 health will still be able to take several hits before dying, and choose to go for the pyro instead of healing. The best way to force the opponent to heal is to do damage to weaker units like the scout, assassin, mages and enchantress, because they will die in 1 or 2 more hits unless healed immediately. |
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