Tips & Strategies for Alliance Wars (AW)

You’re right of course, another instance where it’s better to flee than fight.

One of the current Laws of War, heroes starting a battle dead, return to dead after the battle even if revived. Same with heroes HP at the beginning of a battle.

Especially with Field Aid (WR), I have mistimed my Flee and ended up fully healing the enemy, but their HP resets to before battle HP condition.

==Notes==

* Healing and resurrection are temporary during the War. If the health of a defending hero has increased when the battle ends, their health will be reset to the value they had when the battle started. (Linky,linky):

5 Likes

OK thanks that’s valuable info, I did not know that.
So you can’t really hurt your team, only have useless hits (which can be hurtful if the 2 alliances are close)

1 Like

As suggested by @EvilSmoothie, in this case you should stack heavily, if possible 4 or 5 heroes of same colour.
Try to choose an opponent with a tank against which you can stack heavily; the tank is the easier target so more likely you can cause any serious damage and if you take out the tank, at least you would have contributed to your alliance with more than just a few points.

1 Like

That’s actually the fun part of the war. If you know you’re going to lose no matter what, you can experiment with colour stacking.

We have a lot of fun using up our 3 stars or unlevelled 4 and 5 stars and are always surprised at how well they can do.

2 Likes

Awesome advice Bertus! Posting the link in my alliance.
Cheers
MM

1 Like

Obviously in my case I want to attack the strongest.

Being the strongest of my alliance, I must attack those who can only defeat me, or at least do them the greatest possible damage.

If I attacked the weakest I would be disabling many of my companions

5 Likes

I’m amused you are answering me from 10 months ago. :wink:

My example was from real war. Clearly after months and months we all now have fallen into our own (new/better) war patterns.

I agree with you now, but wouldn’t have then. :slight_smile:

1 Like

Hi @Bertus these are wise and level headed words. I have been playing for only 3 months and love strategy but teamwork will win out (unless you get tile sludge), but really your most insightful point is Point H. Have fun enjoy the game and working with your friends, enjoy the discussion of how you will level up your favourite hero for the next AW. Encourage members of your team who have less than you - but just enjoy the game
I really enjoyed this piece - thank you
Sarge

1 Like

I know I dont have lot from chooce from, but I think I’ll still ask some advice

Long my defence was
Carver, Gunnar, Cyprian, Azar and Wu Kong / Bane

Little read about, but not understanded game the law of subordination :wink:

Roster: (almost ready ones, or ready)

# Blue: Star Tier level
1 Gunnar 3 3 of 3 50
1 Karil 3 3 of 3 50
# Green: Star Tier level
1 Carver 3 3 of 3 50
2 Fraiar Tuck 3 3 of 3 41
# Purple: Star Tier level
1 Balthazar 3 3 of 3 50
2 Tyrum 3 3 of 3 44
3 Cyprian 4 2 of 4 8
# Yellow Star Tier level
1 Wu Kong 4 3 of 4 55
2 Bane 3 3 of 3 50
# red Star Tier level
1 Azar 3 3 of 3 50
2 Hawkmoon 3 3 of 3 50

Now I just wondering to change a little bit:
Wu Kong, Tuck, Cyprian, Hawkmoon, Gunnar

Just though that Tuck is helping Cyprian and Wu Kong, so it’s a little nit attacking defence…

I’m way of with my thoughs?

That defense is toothless. You have no hitters at all. Your opponent can just pound you with tiles with impunity.

I’d tr something like this: Tyrum, Carver, Gunnar, Bane, Hawkmoon, in that order. Get them all maxed. That won’t take any time at all. When you have Cyprian to level 3/60 or higher, you could put him in at tank, shift Gunnar to right flank and move Bane to left wing.

Wu is terrible on defense, so leave him for attacking only.

Tyrum gives you a dispel to remove opponents buffs before you attack. Carver gives you a mana cut. Gunnar helps your whole team survive longer. Bane applies an attack debuff, and Hawkmoon heals.

6 Likes

Like I said. I’m in a learning phase :wink:

Your roster seems very good now that I think of it. So my thinking “went to forest” and long.

Tyrum is maxed, and next I consentrate to Cyprian. I allso focus on Kiril, but I think he needs to be 3/60 to replace Gunnar…

1 Like

I think Kiril from 3-50 onwards can replace Gunnar.

Nope, you do hurt your alliance by not scoring anything. 1 point can make a difference but 0 does not. Any point is vital even if its 1 point.

I think that goes without saying! My point was that it’s always worth at least trying, and using all your flags.

We’ve had some of our players with weak teams think there is no reason to try if their only choice is against a strong opponent.

Better to try than ever just give up :grinning:

5 Likes

That’s why cleanup after stronger players is important. I don’t go after teams stronger than me if I know I wont score. I wait for cleanups.

3 Likes

While 0 point scores are far from ideal, if the player doesn’t have any teams left that can successfully inflict significant damage on the remaining defense teams, and they aren’t able to wait for lower defense teams to respawn, I’d rather them at least try than do nothing at all. I’ve coached them on how to hit and flee to at least score 1 point, but sometimes the timing is off or they accidentally charge up an enemy healer right before they die and they end up with a 0. In those cases, I consider it a learning experience. Hopefully next time they’ll pay more attention to the enemy mana and Field Aid bar, compare it to the amount of HP their heroes have left, and make a better decision. Even a flag with a 0 score can be useful if the player learns from the experience. Whereas not using the flag at all is just a total waste.

Cleanups are a great use of lower level flags, especially after the higher level teams have cleared out the tanks and healers. But even when that’s not possible, it’s still better to go in and do 2 hits and flee before heal than to leave flags on the board.

2 Likes

There is no mention of ‘ghosting’ tiles here for maxing potential damage by weaker members. I am constantly reminding my weaker teammates to use holes in enemy defense to ghost tiles into in order to charge their heroes SS and strengthen their attack. It also has the added benefit of starving the enemy heroes of mana generation for each successful ghosting.

3 Likes

Yeah I used the flee before, had to clear up on 3 with using a low heros, I do fight people who a lot higher than me! So i took out 2 the other, I was down to two The hero was close to special plus Heath was half way n then plus healing from aid! So I flee! Is that the right thing to do?

3 Likes

Sounds like the right thing to do to me :slight_smile:
Using the flee button to preserve damage done is really important. It takes experience to know when to quit and when not to, but you only gain experience by trying :slight_smile:

1 Like