Wont You Take Me on That Train Again



Choosing Your Upgrades:

Each time you complete a stage yous get 2 upgrade points, deciding where you place these upgrades will touch on your strategy early on in the game. Knowing what type of actor you are might assist you choose. Are y'all ambitious? If so possibly you'll desire to upgrade your swordwrath or speartons to be ultra powerful. Do you adopt economic might? If so yous should put your points into your miner and statue income upgrades. Mayhap you're like me, the cheap blazon? In that case sit back and permit your archidons do all the work. The betoken is that there are several allies you can choose and none is right or wrong. However, focusing on only 1 strategy could brand certain stages more than hard. If I was to make one recommendation on this I would say, don't spread your points also thin, and don't put them all into one area.

Pro tip: If you don't use your points in a round they do carry over! If you find the early levels simple, yous might find some advantage in saving your points. Be warned notwithstanding, if y'all relieve your points and so go along to the next stage, you wont get a hazard to use them until y'all pass that level, and since you didn't utilize whatever upgrades that level might be quite difficult for y'all… see what I'm getting at?

Stage i, Archidonis:

Accept out those pesky Archidons!

If yous get a club homo out early you should have command of him by clicking him with the mouse and controlling him with WASD/arrow keys, and infinite to attack.

The reward of controlling the unit yourself is that your assault is more than powerful every bit well equally your defence. Not only that, when you face an you should exist able to move up and down the plane while running towards the , almost like a zig zag blueprint which will make it much more than difficult for the archidons to hit you. Once yous're up close yous will dominate.

Stage 2, Survive Until the Sun Sets:

due south no skillful!

Y'all but got a new unit and you're dying to try it out. Well nosotros're hateful because we requite you an enemy with a big shield and spear perfect for killing new archidons. None of your units are powerful enough still, then you volition have to adapt a new tactic of outnumbering your opponent, because 3 clubs is better and so ane spear.

Man the fort!

If you tin't seem to keep up with the pace of native attacks this is the time to learn 1 of the almost important moves of the game, "Man the Fort." This will proceed your ground forces safe and also requite you a adventure to fire back at the enemy. Your arrows fired from this point are only equally powerful as what you have upgraded on your statue, and is unrelated to the archidons upgrade. Every 3 men you have garrisoned or fortified will requite you one garrisoned , with a 20 unit max you can take upwardly to half dozen garrisoned archidons.

Phase 3, Swordwrath:

s are skillful!

At present you will learn the power of the omnipotent head shot! At this point it's probable y'all have used some of your upgrade points on increasing the which was wise because swordwrath are very strong up shut and will slice your society men in half. If the gets a caput shot on the swordwrath information technology's over; one shot 1 kill, with this they will quickly pay for themselves.

Arrows vs statues!

Ok so y'all love the and you decided to make and entire army of just archidons? The problem you'll face is that the is strong against bare flesh but not against the stone statue. It will take forever for you to destroy information technology with only archidons. Thats why you take the social club men! Although they are weak and pathetic they however serve a purpose, and don't worry I have a feeling you will be getting some swords presently enough!

Pro tip: Swordwrath can block with Q

Phase 4, Speartons:

Madness!

The Speartons are deadly, they can throw their spears and pull out a sword and keep on fighting. They too have shields and helmets which protect them from headshots and minimize damage from swords and arrows, so what will you do? Hopefully you take invested some upgrade points into your sword, because you will need a good combination of swordwrath and archidons to win hither. I recommend more swordsmen then archidons. You really need to use numbers here, the Persians had the correct idea, trust me.

Stop sitting back!

This is a great chance to play your units individually and try to selection off some of there miners, Considering they have better units so you, and both sides are limited to the same number of units, which in curt means: if you both have maxed out armies they volition win. This ways y'all're going to have to exist on the offensive.

Stage five, Swordwrath Counter:

Become that aureate!

You have been warned that an attack is coming so don't waste your money right abroad on an army that you won't use. Spend your coin on miners, and get as much gold as you tin, and spend it all as late as you can. Don't forget that some units take longer to train then others. So if you attempt to make five speartons speedily you could die waiting on them to train.

Meat shield!

Speartons article of clothing solid armor from caput to toe, make good use of it. They are a skillful combo not merely with archidons but with swordwrath because speartons volition automatically have the forepart line and take the first damage which gives your swordwrath a take chances to come in and counter attack.

Stage 6, Magikill:

Stunning spells!

Magikill might only make you rip your pilus out when you first meet them, you might fifty-fifty feel similar in that location is no way around them or they are just besides hard. But they are designed to strength you to keep thinking up new strategy and not go along playing the same former way. For example, if you endeavour the meat shield method on magikill they will merely stun you over and over and create minions to finish yous off. Their weakness is archidons and distance. You may demand to fortify quickly to sucker the magikill into getting too close at times.

Attack or be attacked

You accept to keep in mind that magikill are very powerful simply are also every bit expensive for the enemy to create. Without miners to get gold in that location will be no magikill for the enemy to train.

Stage 7, Free Pertland:

Multiple mayhem!

For the first time y'all'll face an enemy that has more and so one unit type and you will start to see a new element of the game appear. You are facing archidons and swordwrath so you have to remember virtually counters to these units. Try to get your swordwrath up close to their archidons and try to go your archidons far abroad from their swordwrath. You too have the spearton unit which is dominant against both these unit types however more expensive. If you lot're able to have command of a spearton y'all should do quite well. The meat shield method should work well for yous in this situation.

Phase 8, Free Westwind:

Spears and spells!

You thought the sword combo was hard? Well you're in for a surprise! Become a swordwrath out ASAP! Accept control and impale that first pesky using the zig zag technique you learned in stage 1. You lot can't beget to lose a miner this early in the game. If yous can get a magikill out and combine him with archidons you should be okay because your magikill volition stun his speartons and your archidons volition have out his magikill, and your combo is better then his.

Stage nine, No Mans Land:

David vs. Goliath!

The key to this stage is controlling swordwrath. You need to get swordwrath out fast and bring them around the back of giants to distract the dumb creatures, this will give the rest of your army a hazard to stone him and go on him from moving forrard to your statue. A few hits on your statue and you are washed, don't let him become shut!

Pro tip: When you are decision-making the swordwrath yous can attack the giant then run effectually to his back side earlier he hits you and attack over again and continue this over and over.

Stage x, Deadfall:

Don't dice!

Well you remember how to create an army for the ambush right? Invest all your money into miners. But this time in that location is a twist! A behemothic is in the mix and attacking your amry, you volition need to spend some money on swordwrath and take the behemothic down while working on your economy. The central hither is relieve enough to become a magikill and a few s. Be warned that magikill take a long time to exist created. However, once he's fix he can agree off infantry with his stun spell.

Stage eleven, Ice Hills:

Your conviction is your weakness!

If you haven't noticed by now, right earlier you take the enemy statue down, they will transport a massive wave every bit a last resort. This tin trick you over and over again because you will feel like you've won information technology, then they ship there reserves at you lot, and you're not ready. I would propose keeping some gold in reserve, and being ready for anything.

Phase 12, Last Stand:

This is as close to playing another person with the same units as you as you're going to get until Brock and I make this a multiplayer game! You're playing against a cunning enemy with archidons, swordwrath, speartons, magikill, and giants! You lot're going to take to use everything y'all have learned up to this point, apply every strategy and trick, as well as speed and skill.

Simply when you thought it was over! What would a good game be without a practiced twist?

whiteromenhaving.blogspot.com

Source: http://www.stickpage.com/stickwarguide.shtml

0 Response to "Wont You Take Me on That Train Again"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel