Surprisingly the alliance is currently full.
But it doesn’t diminish my need to waffle!
So here’s another…
War tactics musings
Despite my current XP level I still consider myself rather amateurish. My poor titan and war performances will testify to that.
Today I’m returning to some thoughts on low TP teams in war with perhaps a bit more depth. Note that ‘low’ is a relative measure, and the scenario I’m considering is more to do with the player with very few, if any, 4* characters in an alliance regularly facing a full 5* defence team. This might even apply to those still using 2*s.
These are the following factors I think help:
- Tile damage
- Colour stacking
- Fast mana
- Support specials
Tile damage: because in many cases, you’re not going to survive long enough to fire off your specials. And those offensive specials won’t be doing much damage to those 5* tanks.
Colour stacking: this is to be combined with tile damage. A good starting board will enable a low TP team to take out a 5* tank with relative ease. If board RNG is in your favour, you may end up doing more damage to your opponent.
Fast mana: while you might not survive long enough to fire off specials, fast specials can give you a minor advantage to survive longer. If you do get a good board, then even slow mana will charge quickly.
Support specials: preferred over attack, mainly because attack damage is low. Examples of what I think are useful:
- Healers (gives you more time and opportunities)
- Defence down (makes attacks more effective)
- Attack boost (makes attacks more effective)
- Mana control (to delay them using their special)
- Blind (only to improve your survival chances)
The low health and defence of 2/3* characters really does affect how long you survive to attack. Which is why I prefer to colour stack, hope for a good board and do as much damage as possible to the tank.
Now, the reliance on tile damage is what makes the clean up process for a low TP team difficult.
Take (what I consider to be) the worst case scenario: healer in the corner with field aid.
How is a low TP team supposed to do enough damage per attack?
- Ghost tiles to charge specials.
- Manipulate board to get tiles in the right places.
- Time attack after field aid and/or healer heals.
Ideally you do more damage than they can heal. Having healers gives you more opportunities to manipulate the board in your favour to attack. Having healers is, of course, subject to character pull RNG.
In general… good luck to you.
Bit lengthy. Probably forgot something…
Think I’ve bored the pants off many a brave reader.
Seriously, did anyone make it through this one?
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