Novice Warpath - Chapter 5 Strategies
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Here are a few quick reminders.

First of all, know your units. Learn about their types. Know how much damage they can deal, how fast they are, and how much Defense they have. If classified based on the means of attacking, there are three types of units: Shooters (Ranged Attackers), Swift Walkers/Flyers (Melee attackers who can move across the whole battlefield in a turn or two), and Slow Walkers/Flyers (Melee attackers who can move across the whole battlefield in over three turns)

The speed of your units influences your strategy, say, when to use which units, and whether to let the unit attack, make it defense or let it wait. In each turn, you have one chance per each unit to issue your orders. The units with higher speed will be picked up earlier, and can move across more distance. Apart from the Royal Griffins and other units that can retaliate in combat, units may be randomly selected to retaliate against melee attacks the first time they are engaged in close combat. But this rule does not apply to units with the Counterstrike spell on it.

You can let your units wait in combat, when you don't need it to charge. If there is only one unit waiting in a turn, it'll have to charge when other units have charged. Should this unit has the higher speed among all your friendly units in combat, the unit will be picked to attack the first in the next turn. This will result in the situation where this same unit attacks twice. Use this little strategy when you have a swift unit which don't retaliate in close combat. Use it on slow enemy units. You can also use this strategy when you can almost wipe out a stack but fear that other enemy units may overwhelme you. If you make many units wait, in the next turn, the units will be picked based on their speed, from the slowest to the fastest.

Use Wait to bring your shooters into full play. The damage that shooters can cause is at full blast when the target is exactly 10 grids away (without obstacles in between). If the target is more than 10 grids away, the damage will be cut in half. Therefore, if you use Wait and let the prospective target move nearer, and then attack it.
If most of your enemies are swift walkers/flyers, such as Phoenix, divide your units into three stacks. Put units of higher HP in the middle, and let the shooters flank them. Your enemies will only be able to attack your units in the middle, and then your shooters and walkers/Flyers will besiege them. Use it in the Alignment Challenges or Battlefield quests.
If most of your enemies are slower walkers/flyers, draw their attention to your units with higher HP, or besiege them with such units. This will stop them from attacking your shooters. Then use the Bless on your friendly units, and use the Curse on the enemies.
If most of your enemies are slow walkers/flyers, first use your shooters, and then let your walkers/flyers get rid of them.
If your shooters are faster than the enemy shooters and can cause more damage, use your shooters against the enemy shooters. Should yours are slower, use other units that are faster, and use Slow on the enemy. You can also use Haste on your shooters, or use Forgetfulness on the enemy to stop it from dealing ranged attack. You can also use Blind to stop the enemy from charging, and use your walkers/flyers to devour it. Generally speaking, first attack the enemy shooters and swift units, especially the swift units, and then the rest
Other mind spells, such as Berserk, are very useful in the later chapters. If you are a spellcaster with a higher Mana, learn some higher-level attack spells.


