War tactics musings
Let’s further expand the thought about confidence or reckless abandon (post #68).
“Wisdom is wasted on the old, and youth is wasted on the young” and “if I were to start from scratch again…” frames the following thoughts.
Colour stacking: The usual way to enable punching above your weight, especially in raids and helpful in map progression.
Synergy: How well the characters and their specials complement each other. Eg. enemy defence down and ally attack boost together is a nice simple combination.
Character selection: Choosing the right characters for the job. Overlaps with synergy and colour stacking.
If I were a lower TP player joining Fusion Fighters now it means regularly facing opponents over TP4000.
Q: There aren’t many enemies on the field at my level, so can I still contribute to war?
The ‘yes’ is two-fold. As an alliance we value effort and contribution. Scoring a zero happens; we’ve all been there before. Time to dust yourself off, and try again with the next attack.
The second part of the ‘yes’ is to maximise your attack. From what I could find and from experience it is more valuable to utilise colour stacking, synergy and attack stats of your available characters to attempt a tank bust of the higher TP teams with the trickiest characters.
“But… that’s suicide!”
And we return to the ‘confidence or reckless abandon’ thought. This is where the team work aspect in alliance wars becomes invaluable.
- A lower TP enemy team is likely within a team mate’s one-shot capability. Why waste two flags on one opponent when one flag can do the job?
- Your strongest team mate may struggle with the strongest enemy defence team. So what if that team was softened up?
Granted, I’d be very tempted to attack a low TP team with my own low TP team. It feels safer. But overall it is more useful, with respect to points, to attack the higher TP teams.
I believe when it comes to those suicide tank bust attempts with 3* characters that the attack stat can be more important than the special they have. Why? For tile damage. In these situations it’s tile damage that is likely to take out the tank and not specials. A 3*'s attacking special doesn’t cause much damage to a 5*. A good opening board will take out the tank in the first move; any more damage is a bonus.
This isn’t alliance policy, but at the very least, that’s part of my thought process for attacks during alliance wars at Fusion Fighters!
You forget to mention we’re recruiting!
Er… join us at Fusion Fighters.