Each side of the battlefield can only make three decisions per turn to add or subtract where their units are placed. ![]() The cost to all of this, of course, is allowance. Since most units in the game do not attack immediately, the strategy comes from knowing where you can deal direct damage to the opponent, knock out higher-level enemies from their charges, or where you might get stymied either way. Each different main character’s walls have its own unique properties (such as certain walls healing themselves between rounds and others that more easily stack for added defense), which can make the need to judge your attacks and plan offensive strategies completely different from one opponent to the next. Usually, the starting number of moves is insufficient, forcing the player to destroy unneeded troops in order to gain extra moves.You can set up this kind of defense yourself by placing the same colored units next to each other in rows of three or more, turning them into walls. The objective of the puzzle is to destroy all of the opponent's units. After the player finished their moves, all the created attacks are launched, regardless of their charge time. The player is given one full round to form attacks with their troops. Puzzles are optional, but their completion offers experience, resources and sometimes even artifacts.īoth the player and the puzzle giver start the battle with a predetermined configuration of idle troops and walls. Puzzles are given by several NPCs during the campaigns.
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