Tips for New Players


#121

The tips post has “wall of text syndrome” so I’d rather not look through the entire thing. Is there something about not partially killing a unit? One of the biggest differences I’ve noticed between high level and low level games is that often times less skilled players will move a unit up to damage an enemy without killing it. Of course, there are occasions when you want to do this, but it is very rare, especially after the wit for kill update. As general advice for newer players I would say avoid damaging enemy units if you can’t finish them off on the same turn.


#122

I don’t think this is posted yet so here goes.

This is a mistake I keep making but look to kill your opponents piece with the unit furthest away or rather with a unit utilising it’s maximum range. You never know what might become available for attack in the newly revealed board with a better placed unit. I recently missed an easy kill on a 1hp Bombshell because i’d used my runner to take out another runner - cross to say the least. Ideally, if you’re being rushed, and your spawn space is near the action, use a newly spawned unit to attack as you’d have to move it anyhow thus saving (?) a wit


#123

I might add that if you are attacking and have a choice of what hexes your units will end up on, try to have your units not end up next to the opponents units. Forcing them to move to attack a unit uses up 1 wit and blocks that space, preventing them from taking out a 2-hit unit if there is only one hex open next to it, etc.

Also, if you are planning on taking out a runner in your turn, do that first, so that it reduces their vision before doing other moves.


#124

Thanks 4 these tips :slight_smile:


#125

here’s a tip it took me a long time to figure out myself: Always move the unit with the highest vision first.

So many times I’ve moved a runner to kill another runner (or to double tap a 3 health soldier or something) only to discover something much scarier behind that unit and had to alter my strategy. Too many of those times have been near the end of my turn when I was almost out of wits. If I’d moved my runner first I could have set up a strategy to counter what I found


#126

Thank you for all of these great tips guys! Can any1 help me with ths problem? It seems like ll i am doing lately is fighting brambles and getting stung by their annoying vines. What is a good strategy fr them? They seem OP’ered. Thanks


#127

Here’s an excellent tip for everyone: Never cap wit spaces with scouts against vegginauts


#128

— Begin quote from ‘Mrdemaria’ pid=‘39830’ dateline=‘1362912103’

Thank you for all of these great tips guys! Can any1 help me with ths problem? It seems like ll i am doing lately is fighting brambles and getting stung by their annoying vines. What is a good strategy fr them? They seem OP’ered. Thanks

— End quote

start spawning heavies and snipers early. Pay close attention to which thorns spawn other thorns. If possible always take out the parent thorn(s) first. Doing so will create a big wit advantage for you if you can kill a larger chain. Spawn a medic and protect it. Always boost your Snipers, and maybe your runners.

Remember, brambles are only as powerful as the number of turns they live. If you kill them fast, or can keep them under control long enough, you can win.

Then again, I’m just a “gifted” player, so maybe a Master or ST wants to chime in on this one lol


#129

Some of the tips are outdated like the “you cannot recede thorns individually” part. Will it ever get updated?


#130

I feel like we need a separate tread just for how to effectively defend against Brambles.


#131

— Begin quote from ‘TheGoldenGriffin’ pid=‘41044’ dateline=‘1363374729’

Some of the tips are outdated like the “you cannot recede thorns individually” part. Will it ever get updated?

— End quote

I’ve been away form the forums for a while. I removed the respective tip - thank’s for noticing.


#132

This is getting tl;dr. I think we need to shorten this down a bit to what’s really important.


#133

I’m very new to this and was wondering why sometimes an attack uses a wit and sometimes it doesn’t, I know I should probably show a replay of what I’m talking about but I don’t know how to do that either. And I was hoping there might be a simple explanation.


#134

When you kill or scramble a unit, you get a wit from it if thats what your talking about.

To post a replay, you have to tap and hold a finished game until “copy replay link” pops up. Then paste it somewhere.


#135

— Begin quote from ‘Chapposam’ pid=‘43003’ dateline=‘1364252567’

I’m very new to this and was wondering why sometimes an attack uses a wit and sometimes it doesn’t, I know I should probably show a replay of what I’m talking about but I don’t know how to do that either. And I was hoping there might be a simple explanation.

— End quote

The action of attacking an enemy unit costs 1 wit. No matter what. Though, if that attack kills that unit, you are rewarded 1 wit.

MATH:

  • 1 wit for attacking
  • 1 wit for kill
    = same amount of wits (0) No change.

You must understand that you need the wit to attack the other player. Even if that attack is the killing blow (e.g. sniper does 3 damage to 3hp soldier). You need 1 wit to perform that action. If you have 0 wits, you will not be able to preform that action with required number of wits, so no reward.

Also, you will not receive a reward for merely injuring a enemy unit (e.g. Soldier attacks for 2 damage to 3hp, reducing enemy soldier to 1hp) The reward is only distributed when the enemy unit is reduced to 0, and killing the unit.

Here is the math for the last example.
4hp enemy soldier.

  • 1 wit to move your soldier (1) next to enemy soldier
  • 1 wit to move another of your soldier (2) next to enemy soldier
  • 1 wit for soldier 1 to attack enemy soldier for 2 damage, enemy soldier at 2hp
  • 1 wit for soldier 2 to attack enemy soldier for 2 damage, enemy soldier at 0hp and dies
    +1 wit for killing enemy soldier
    = 3 total wit used, but it took 4 wits to preform action

So what you need to learn from this is that you need to plan your strategy around this. If you are going to kill a unit, do not wait until you move around all your other units first. Do the killing first, so you know that you will have enough for an extra action later.

Hope this helps, and happy gaming!


#136

Also, a bombshell could potentially get you 5 wits if your opponent doesn’t know what he’s doing.


#137

— Begin quote from ‘TheGoldenGriffin’ pid=‘43014’ dateline=‘1364254852’

Also, a bombshell could potentially get you 5 wits if your opponent doesn’t know what he’s doing.

— End quote

Yes, but that is quite rare, lol.

And trying to explain BS is a little bit more…BS, if you know what I mean.


#138

To be specific I had an enemy soldier trapped around my bramble thorns, I started with 6 wits attacked him 3 times to kill him and had 4 wits left? Another time I had 5 wits moved a runner to attack another runner which left me with 4 wits, then I attacked and killed the runner and had 4 wits left?

As I was typing this out it the below idea came to me;

Does the +1kill wit happen straight away at time of kill, I thought it you got the extra wit next turn?


#139

Immediately after the unit is killed or scrambled, you get the wit.


#140

— Begin quote from ‘Chapposam’ pid=‘43031’ dateline=‘1364258837’

To be specific I had an enemy soldier trapped around my bramble thorns, I started with 6 wits attacked him 3 times to kill him and had 4 wits left? Another time I had 5 wits moved a runner to attack another runner which left me with 4 wits, then I attacked and killed the runner and had 4 wits left?

As I was typing this out it the below idea came to me;

Does the +1kill wit happen straight away at time of kill, I thought it you got the extra wit next turn?

— End quote

Yes, those are true.

6 wits, soldier 3hp
-1 Attack with one bramble thorn. Soldier 2hp (5 wits left)
-1 Attack with one bramble thorn. Soldier 1hp (4 wits left)
-1 Attack with one bramble thorn. Soldier 0hp, killed (3 wits left)
+1 Wit for killing enemy unit (4 wits left)
= 4 wits. net wits used in action: 2 wits (-3 + 1 = -2)

5 wits, runner 1 hp
-1 for moving runner next to enemy runner (4 wits left)
-1 for attacking enemy runner (3 wits left)
+1 for killing runner (4 wits left)
= 4 wits, net wits used in action: 1 wit (-2 + 1 = -1)

If you had left the soldier with only two hits from bramble. Soldier would be at 1hp, and you would be at 4 wits. One more attack cost 1 wit, but it killed the soldier, so you were rewarded a wit instantly, keeping you at 4 wits.

Wits for killing unites are rewarded instantly. But, you have to have the wit to be able to kill the unit, and get the wit back.
The wits you gain at the beginning of the turn:
5 wits (automatic)

  • left over wits from last turn (say, 2, now you have seven wits)
  • Bonus wit spaces that you control (you control 1 wit space)
    (From our senario, you start your turn with 8 wits.)

With the wit-for-kill return, there is a speciality with the Bombshell. The bombshell can fire 3 damage on direct hit, and splashes to each hex next to the direct hit for 1 damage. For example, a 3hp soldier and 1hp runner are sitting next to each other. The Bombshell fires and hits the soldier for 3 damage and splash damages the runner for 1 damage. Both the soldier and the runner’s hp reaches 0, killing the units. The player is then rewarded by wits for each kill.

BS Math (Start at 5 wits)
-1 wit for firing the Bombshell (reduced to 4 wits)
+1 wit for killing the soldier (up to 5 wits)
+1 wit for killing the runner (adds up to 6 wits)
= +1 wit (Started at 5, and ended at 6 wits)