![]() Checking the unit listing at the bottom of the screen, we have 3 more hits before the rogue then the seed champ can move before the 2 AI trebs. ![]() When taking out the melee units, use your most injured units to take out the weaker AI units.Īll AI melee gone. The downside is that if our units were really weak, it would be tougher to hide from AI range or artillery units. The benefit of eliminating melee units while there are unconverted AI rogues is that there will be no counterpunch when we hit them. If we take them out before going after the AI rogue, it will convert into a treb which can be weakened before it strikes. So, to minimize that chance, we’ll use the seed champ to weaken the AI heavy.Īll remaining rogues were converted and the counterpunch has weakened the melee units. If that happens, the AI heavy may go for the northernmost champ, which is already injured, and take him out. However, if the AI goes for the easternmost rogues first, the easternmost AI heavy may not be able to reach the last rogue. There are 4 enemy melee, 3 of them will definitely be able to hit rogues and suffer the counterpunch. Now we have to choose a target for our seed champ. I moved up all rogues and took out the AI light. However, in this case, we’ll go for the AI light. You’d be able to plan on taking out the light with 2 hits and make 1 hit on the heavy, knowing that your seed champ will have a shot at finishing off the heavy after the AI rogue moves. In different battles, with more AI trebs, you may have more than 2 converted rogues. This means you should target the light since you need to land 2 hits to take him out. You can see that there are 3 tiles outside the rogue’s range which are next to the AI light unit but only 1 tile outside the rogue’s range next to the AI heavy. Since the AI rogue hasn’t moved as yet, check its range. That way, there will be 1 more rogue of yours available to absorb a blow. It’s better to go after 1 unit and remove it completely than to damage 2 units. ![]() Depending on which unit you go after, you may have a 3rd chance to hit if you include your seed champ. You can see that the trebs have converted 2 of the rogues into champs and all of the AI units have moved up except for the AI rogue. You want to look for an opportunity to take out an AI unit with the 2 hits that your converted rogues will have before the enemy moves again. Usually, you only need to check AI fast and range. So assuming that trebs are covered, you need to check how far each of the enemy units can reach and place your Champ just out of reach. ![]() Also, we don’t want the trebs to go for the seed champ because it needs to survive this battle or we can’t do wave 2. The reason is that we want each rogue to take only one hit so it absorbs the blow but takes no actual damage. If you’re just learning to battle, better to surrender and try again until the trebs can target separate rogues. Sometimes because of terrain, both trebs will only be able to reach 1 or none of your rogues. The darker shading shows where the AI unit can move and the lighter shading shows where the AI unit can strike. You do that by hovering over the AI unit on PC or clicking and holding on mobile. The first thing to check is that all AI trebs can reach rogues. The general tactic is to use your rogues to absorb the treb and melee AI unit attacks while your units move across the battlefield and close with the enemy. At 48%, with champs, it’s going to be 2 hits about 50% of the time. If my boost was any lower, I’d probably go with heavies because my fast would consistently take 3 hits to take out the AI light and heavy. The above AI lineup could be tackled with heavy+rogues. If less than 2 artillery, I use 1 heavy and 7 rogues. My general rule of thumb is with 2 or more artillery, I go with 1 fast, champ if possible, and 7 rogues. Even against Colonial and Industrial units, most of it is still useful. The techniques outlined here will work for all battles LMA and lower. My boost is 48/48 which is lower than the recommended amount for the age.
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