


Beware! The Mist Walkers can move 4 spaces – but when you’re scouting, they often only move 3. The object is First Strike as often as possible. Knowing how many moves they have and whether they’ll be in range to hit you may determine whether you keep a Unit back, so as not to get hit – or even whether to let all their Units move first. Knowing that can determine how many First Strikes you get and therefore how much you can weaken the enemy before he even gets to hit you at all. This will tell you what order they and you will move in. Knowing all you can about them in advance will help you take them out. Notice for example, that some of their dogs have a movement of 5, while others have a movement of 7.

With multiple Mist Walkers, it might be better to just go in blind: scouting at that point has diminishing returns for what you’d lose in a battle anyway, even knowing where the enemy are located. If you know you’re going to be facing the Mist Walkers, use a Light Melee to scout with first: you will still get hit, but not as badly as you would a Light Ranged Unit. If there’s a Unit I hate in the game, it’s those, followed by the Ancient Orcs and the Faineant Frogs. They have the highest initiative, so they move first, and therefore have First Strike. Archers have the highest initiative, so use one to scout where the obstacles and enemies are. Heh: sometimes your trap for them becomes their trap for you. So pay attention to your own choke points to be sure they’re the ones stuck and not you. They will also tie you up behind your own in the same way. They will tie you up behind theirs with some less-important Unit while bombarding you with the Units you most need to take out. The game is really good at utilizing these against you. Don’t get caught by an obstacle where you only have 1 entry point. Heavy Melee are most dangerous though, when there’s no obstacles: they can come straight at you. After a while, Heavy Melee will pretty much seem like cannon-fodder to you: easy to deal with. This works really well against Heavy Melee, especially those that can’t reach across a single obstacle. You absolutely need to know how many moves both you and the enemy units have – otherwise, you can’t stay out of range. Ideally you run and snipe, run and snipe. Staying out of range also means you’ll do a lot of running. If you cannot stay out of range of a particular Unit, look to gang up on that Unit and destroy it before it hits you. This works very well against Heavy Melee. This includes trying to stay out of range of a counterattack. This first seems blindingly obvious, but there’s a subtlety and trick to it. If some of them seem painfully obvious, it’s because this will be geared for everyone, at varying levels. Over time we’ll clean that up and put it into more succinct and readable bites of info. My general philosophy is you can’t have too much information. And if you haven’t guessed yet – I like to write and to be as thorough as possible with a subject – even if it’s overkill. For example, I want to re-review the whole over-scouting conversation we had months ago – many of you weren’t here when we had it.Įlvenar mail is just not adequate for many subjects.

Over time, this will get better, so please be patient. There is no internal linking yet to just click and jump so you have to scroll down to the section you’re interested in. It would be good if you submit your own Tips and Tricks to me – you’ll be credited for the submission. Hopefully Dusty and others can fill that in through mail and email, and I’ll refine it to reflect the writing and page style here. As of this writing, Personal Play Style is not done (and may never be), and there’s no section info on Human play, since I’m not an expert. The long-term goal is a document that you’ll reach for, for quick questions or review, or a fast link to another Elvenar-related site. Images are for illustrative purposes only). (Note: all images belong to their respective owners.
