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#1
Indeed, leviathans are only good as a mono-stack with defensive assignment Flight + Scroll of Protection from Fire.  This works only below 3500 land though.
#2
Cita de: Gomorrah en Marzo 14, 2007, 03:47:03 PM
geez, you forgot about leviathans, they are the best in defense when it comes to blue mages

Leviathans are weak against fire breath attacks.  Each leviathan is worth 49,500 a piece, 1 summon of them will be pretty hard not to be in the top 2 stacks.  A rd/chimera top stack red can easily crack your defense by killing enough leviathans.  Plus, leviathans are exceptionally bad in offense.
#3
Green mages have one of the best units in the entire game, the treants.  This unit alone makes green one of the easiest colors to play with.   Green mages should have absolutely no problem gaining land.  However, defending might be a little difficult.  Also, like white mages, green mages have one of the worst spell levels.  This means that casting off-color units would cost too much mana due to the high failure rate.  This forces green mages to stack mostly on-color units, making the defensive stacking somewhat predictable.  Let's go directly to the stacking.  Usually there are only 2 possible top stack for greens.  They are phoenix and treant.  You should vary the order of these 2 from time to time, but they should be your top two stacks at all times.  A typical green stacking should look like this:

Treant/Phoenix
Phoenix/TTreant
Mandrake
Earth Elemental
Werebear/Efreeti
Efreeti/Werebear
Salamander
Hell Hound/Spirit Warrior
Nymph
Dryad/Elven Magician


Notice that 7 out of 10 stacks in this stacking are native green units.  Let's see what each units does in its position.


Treant:   First of all, whenever I talk about treants, it is implied that the enchantment Plant Growth is on.  This enchantment makes treants almost 4 times as strong as they normally are.  PG'ed treant are in most people's opinion the best unit in the game.  Even though they are slow (initiative 1), have bad attack (melee), and have weakness to attack type fire, their sheer attack power and hit points make them poweful units.  There are only 3 units that can seriously hurt treants.  They are: chimera (fire breath attack), treants with battle spell Flame Flame (fire melee attack) and Phoenix with batthel spell Call Hurricane (fire burst).  Other units, including the mighty red dragons, will simply do insufficient damage to treants.

Phoenix:  Phoenix has 100% fire resistance, making them reasonable blockers against red dragons and chimera.  However, they are very weak against other units such as mind rippers and unholy reavers.  You should put phoenix at top stack ONLY IF most mages that attack you are red mages.  If not, switch treants and phoenix from time to time.  Phoenix has powerful attacks and are very fast (initiative 5).

Mandrake:  Mandrakes are also quite powerful with the help of Plant Growth.  These are quite durable because of their nice HP and because they regenerate.  These are a smaller version of treants.  Overall, mandrake is still a powerful unit both offensively and defensively.

Earth Elemental:  Earth elemental is not that good of a unit.  In fact it is quite weak in some areas.  However, green mages don't have many choices as their options are limited due to their poor spell level.  Ideally EE should be put 6th and below to serve as a great fodder killer.  However, they need to be at 4th stack to push down some even weaker units.    EE's are okay offensively and have bad resistances but that's made up by their good HP.

Efreeti/Werebear:  Ideally, efreeti should be your 4th stack and they will do WONDERFULLY at that position.  However, they are off-color complex units and are hard to summon.  Also, they are a ranged unit with only a modifier of 1, making them even more difficult to be pushed to 4th stack ahead of EE's.  Efreeti is a great unit with ability Fear which makes them very strong defensively.  Their attack type and attack power aren't too shabby either.  Werebears are okay offensively but pretty bad defensively.  You should only put werebears ahead of efreetis when you are running low on mana and can't summon enough efreeti.

Salamander:  Salamanders are a pretty good fodder killer.  They have huge attack power but are pretty weak defensively and are slow (initiative 1).  That's all about this unit.  (Horned Demon is better than salamander as a fodder killer, but salamanders are easier to summon as a green mage)

Hell Hound/Spirit Warrior:  Another fodder killer.  These are not great fodder killers, but again, green mages don't have many choices.

Nymph:  Fodder.  Good attack type and attack power.  This is one of the best fodders in the entire game.  Green mages should use a great number of these as they are native green units.

Dryad/Elven Magician:  Both are good fodders.  Use dryads if you want a bigger number of units; use eleven magician for a slightly higher attack power.  These are also two of the best fodders in the game.



#4
Cita de: ChaosSoldier en Marzo 12, 2007, 01:28:57 AM
Good guides Fox, thanks for posting it :D


Too bad there seems to be nobody reading them   :quemate:
#5
Spells, Items and Heroes / Re: White underpowered?
Marzo 01, 2007, 05:33:01 PM
Cita de: Geigermen en Marzo 01, 2007, 08:13:30 AM
I wouldn't say tons hahaha


We might not be playing in the same server.  At least in the Mega Blitz Server there are always a lot of black mages.
#6
Spells, Items and Heroes / Re: White underpowered?
Marzo 01, 2007, 03:14:16 AM
why attack reds when there are tons of black mages to feed on?
#7
With white's limited spell level, there really isn't a whole lot of variations of stackings that they can have.  Still, white is the best defensive color.  This also makes white the perfect color for beginners.  With a healthy stack of archangels, they can safely test and find out things in the game.  I find a disturbing trend in the mega blitz server where there are only a handful of white mages in the entire server.  I hope that this guide can at least help encourage people to try out this color. :)
#8
Again, we can come up with an all-flying stacking for white mages.  A possible one is as follows:

Archangel
Dominion
Djinni
Griffon
Angel
Pegasus
Sylph
Sprite
wraith
wyvern


The top 4 stacks are your main stacks.  From 5-10, 1 cast of each is enough.  These 6 stacks should not be more than 10% of you army.  This stacking, due to the nature of the units, is purely defensive.  Use Blinding Flash and Satchel of Mist as your defensive combo.  You should not lose many battles, if at all.

Again, full barrier is vital for any color.  Treants with Rust Armor or Carpet of Flying can wipe out an entire stack.  You simply cannot let that happen.
#9
A more flexible and better stacking would be:

Archangel
Unicorn/Spirit Warrior/Knight Templar
Unicorn/Spirit Warrior/Knight Templar
Unicorn/Spirit Warrior/Knight Templar
Titan
Mind Ripper
Medusa
Werebear
Nymph
Dryad

A few things to point out here.  A lot of people like to put dominions top stack on defense in a deep stacking (10 stacks).  That is a BIG mistake.  While dominions have better resistances than archangels do, their HP/NP(net power) ratio is a LOT worse than that of the archangels.  In other words, archangels are superior in defense.  Dominions are offensive units.  They should not be used on defense for a white mage.

Now, archangels at top stack should not need any explanation.  The more debatable part is the 2-4 stacks.  A real headache for white is green's treants.  White mages have almost no ground unit that can withstand the powerful treants, and spider's web might not be available always.  Unicorns, spirit warriors, and knight templars, are the most popular (as they should be) ground units for a white mage.  Let's now compare them.

unicorns: HP/NP = 6.67; melee resistance = 30%; have abilities swift and beauty

spirit warriors: HP/NP = 5.47; melee resistance = 35%; have abilities charm and beauty

knight templars: HP/NP = 6.25; melee resistance = 75%; have abilities large shield and healing


In terms of defending against treants, knight templars are the best.  However, unicorns have the best overall resistances, and spirit warriors can deal the most damage.  Also, though both unicorns and spirit warriors have much inferior melee resistance than knight templars, they have swift and beauty and charm and beauty, respectively, to help them out defensively.  People usually have their own preferences as to which unit to put at top ground depending on their own experiences.  Also, for the sake of defending, you should vary the order of these 3 units once in a while to make your stacking less predictable.  This is why I put them in between slashes as Unicorn/Spirit Warrior/Knight Templar.  These 3 units should be at your 2-4 stacks always, but the order should vary from time to time.  IF you use unicorns or spirit warriors as top ground, I suggest you use Spider's Web as your defensive item to halt enemy treants.  If you use knight templar, a much less expensive item Brooch of Protection (+50% melee resistance) is enough.

Let's now go over the next 6 stacks briefly:

Titan: Titans are VERY useful units.  These are the best offensive units for white.  However, on defense, they can still be effective in the middle or down low.  Their attack types of ranged lightning and melee holy are some of the best attack types in the game.  Titans will kill a lot of enemy complex and fodder for you.  Notice that titans are not great defensively, so never put them in the top 4 stacks.

Mind Ripper: At this position, MR can kill a lot of enemy fodder for you.  Notice that, with white's awful spell level, you will often fail trying to summon these.  But they are well worth the mana and turns.

Medusa: Another fodder killer.  Since these are average units, white mages have a better success rate summoning these.

Werebear: Not a great unit.  Initiative 1 sucks.  These are here for 2 reasons. 1, white mages have few options in terms of the units they can use; 2, werebears are here to push down and protect your own fodder.  Plus werebears have pretty good AP/NP ratio, so they could serve as a fodder killer as well.  These are best when Sword of Light is used (attack type changed from melee to melee holy).

Nymph/Dryad: Not much to say here.  Pretty much every color should use these 2 as their lowest stacks to aim at enemy top stacks. 


For a white mage, the best defensive item is always Spider's web.  However, these don't come by often in the market as other colors are competing for this great item to stop the dreaded treants as well.  When you can't use Spider's web as your item, try some other cheap items like Brooch of protection, Satchel of Mist, and Bubble Wine.  BoP, as mentioned, increases all of your unit melee resistance by 50%, Satchel of Mist reduces all unit accuracy, and bubble wine increases your HP while decreasing your AP.  For your defensive spell, do NOT use a healing spell like resurrection or platinum hand of healing.  The former works best with ultimate units, while the latter works best with complex/average/simple units.  When you have a mix of all types of units (ultimate and others), the best spell is actually Blinding Flash, which decreases enemy accuracy evenly. So, combinations of Blind Flash + Spider's web/Brooch of protection/Satchel of Mist/Bubble wine can all work pretty well for white.
#10
White mages have the best defensive units in the game, so defense really isn't much of problem.  It is the lack of offense that make it unattractive to most people.  In the other site "The reincarnation", the white's ultimate spell "The holy light" is made to increase unit attack power and accuracy, thus making white one of the strongest color.  Here however, "the holy light" only kills some undead units in battles, making it almost useless unless the nether mage runs a heavy undead army, which is usually unlikely.  Still, let's start with the defensive stackings. 

There are a few typical ways of defense for a white mage.  These include:

-   pure archangel (strange metalic can + platinum of healing) <- early in the game, while the mage is researching

-   pure dominion (strange metalic can + resurrection) <- middle of the game, when the mage would like to geld for money and not attacking

I don't like the above defense.  While it's very hard (not impossible) to defeat those stackings, it would be impossible for the white mage to convert it to an offensive stacking.  There's no future in your mage if you cannot use a decent attack stacking.

#11
With all the units blues can summon, there are a lot of different stackings for blue.  What you need to do is keep an eye on the mages around you.  If there are a lot of nether mages right above you, perhaps put a few melee units in your stacking and use Sword of light as a defensive spell assignment.  If there are a lot of eradication and verdancy mages above you, perhaps put your lich higher (2nd or 3rd stack).

Finally, the main problem for blue mages is mana, mana, and MANA!!  You need so many off-color complex units to be effective, which means you need to spend far more mana than most other colors.  I havn't played blue for quite a while so I don't remember the exactly numbers, but build at least 50% of your land as nodes at all times as blue.  Sometimes population might be a problem as well with all the pop-eating units you use (MR, lich, wraith, horned demon, or vampire).  You don't want to accidentally summon too many mind rippers and zero your population.  Also, as always, it is recommended that you keep full barrier at all times.  It is so easy to crack a blue stacking with an Oil Flask, or a spell like Rust Armor.  At lower land sizes (3000 or below), you can get by with 50% barrier.  Once you get past 4000, full barrier (75%) is a must.
#12
As mentioned in the first post, as a blue mage, you either don't use elementals, or if you do use them, you revolve your stacking around the elemental you got.  Personally I don't like to disband some type of elemental just because it's not what I wanted/needed (don't want to wasted my mana and turns for nothing).  There's always a use for any type of elemental.  We've seen how Water and Ice elementals can be used in a certain stacking.  Now let's take a look at Air Elemental.

Personally, AE is my least favored type of elemental.  While they are superb damage dealers, they just die too easily, and it's pretty hard for them not to be your top stack because they are flying units.  In order to use these effectively on defense, we need to come up with something completely different. 

As mentioned in the eradication guide, pretty much every color can use some sort of all-flying stacking.  Air elementals would be a GREAT fit in such a stacking for blue.  In a perfect world (notice the "perfect" part, which means this is not very likely), we could have a stacking as follows:

Archangel
Djinni
Air Elemental
Wraith
Vampire
Angel
Pegasus
Sylph
sprite
faerie dragon (if possible, buy these from the market)

The last five stacks are just there to fill the spots and shouldn't be a big part of your army,  Most of your army power should be concentrated in your top 5 stacks.

Now, I said that this is in a "perfect world" because this stacking is not realistic at lower land sizes (3500ish).  You need too many AA to put them ahead of just 1 cast of AE.  So, a more realistic stacking should be:

Djinni
Air elemental
Wraith
Vampire
Archangel
Angel
Pegasus
Sylph
Sprite

Notice that we've now pushed archangel all the way down to the 5th spot.  1 cast of them is enough.  We just need them to push down the "filler" units so that those have a  less chance of being attacked.  It's fairly easy to summon enough djinni to be ahead of the air elementals.  Djinnis are far worse defensive units than archangel, but still better than most other units a blue mage can have.  In this stacking, your main damage dealers are your top 3 stacks.  You should use the combo Battle Lust + Ash of Invisibility.  The reason is that, in this stacking, most of the units are VERY weak defensively, but can do some good damage.  Similar to the eradication style, with this stacking, you should try to lose a big percentage of your army, but still outdamage your enemy.  This way, you enter the protection status quickly.  Battle lust works similar to Battle Chant.  It increases your attack power but reduces your HP.  Ash of Invisibility is required because you MUST make sure that your units attack first.
#13
continued from the previous post


Blues also have a large number of defensive magic assignments possible.  Popular ones are Slow, Paralyze, Fog cloud.  Let's take a look at what each spell does.

Slow: Lowers all enemy initiative by 1.  This is a great spell because lowering enemy initiative means you have a better chance of attacking first, which is always good.  Also, one of blue's greatest threat is treants, which has initiative 1.  However, since treants have 80% phantasm spell resistance, Slow usually doesn't affect treants.  Therefore, it is best that you couple Slow with the Item Spider's web, which does the exact same thing as slow, but cannot be resisted by enemy units.  This way, you make sure that enemy treants won't attack.  At the same time, most enemy units' initiative will be lowered by 2, which pretty much guarantees that you attack first at all times.  The combo Slow + Spider's web is one of the most popular amongst blue mages.

Paralyze: This disables 1 random enemy unit.  It works best against a red mage because generally red units have low phantasm spell resistance.  You can use this spell as your defensive assignment if you expect a lot of red mages attacking you.

Fog Cloud: This reduces both your enemy units and your own units' accuracy, so that they kill less.  Most of the time this simple spell is coupled with the item Satchel of Mist to further reduce accuracy. Another popular combo.
#14
Hall of Knowledge / Stacking guides: Part II, Phantasm
Febrero 21, 2007, 04:12:13 AM
I've posted a blue (phantasm) stacking guide before, but now I will post a more complete one.

Blue mages have the highest spell level and access to the most units in the game.  They don't have a direct predator/prey relationship (ie, white is strong against black, but is weak to green) with any of the other four colors.  This means that blue mages can usually attack any color, and in return, be attacked by any color.  This makes the blue defense stacking one of the toughest to make, because you cannot stack against a specific color.  Because of the large number of complex units that blues have access to, I will not list them this time.  Instead, I will start with the stackings right away.

Let's start off with a fairly common one:

Archangel
Unicorn
Mind Ripper
Lich
Horned Demon
Medusa
Water Elemental/Ice Elemental
Nymph
Psychic Wisp
Dryad/Soul Speaker


Notice that this stacking revolves around water or ice elemental actually.  The fact that they are ranged makes this stacking possible.  Also worth mentioning is the fact that only the top stack, namely the archangels, are flying units.  The rest are ALL ground.  What this means is that a relatively few number of archangels will end up at the top because of the flying modifier (2.25).  Basically, you can have twice as many mind rippers as the archangels and AA would still be before the mind rippers.  AA are the best defensive units in the entire game.  You want them at the top ALWAYS.  Lastly, this stacking actually is very mana-intensive, which means this is only possible at 4k lands or higher.  At lower land sizes, perhaps around 3000 to 3500, you can get rid of the elemental, or perhaps replace the lich with wraith.  Let's now take a closer look at what each stack does.

archangel: The best defensive unit in the entire game.  Even though they have some major weakness in poison, breath and paralyze, they still have the overall best resistance.  The only unit that really hurts AA is chimera (AA are okay against red dragon).  But then again, you can't possibly defend well against every unit. Beauty and healing abilities always help greatly.

Unicorn:  One of the best GROUND defensive unit.  Ideally blues want lich to be their top ground stack to block the major threat of treants, but that requires way too much mana and too many turns, which is inefficient.  Plus lich can't be put up too high because whites then will just eat you alive.  Unicorns have good HP, okay resistance, good abilities in beauty and swift.  They have bad melee resistance (30%), so treants can kill a lot of these.  However, overall, unicorn is still the best top ground unit for blues.

Mind ripper:  The best unit that blues have.  These can deal a LOT of damage to most units in the game, but they have mediocre resistances and no ability at all which make them bad defensively.  This is why they cannot be top ground for blues.  Always hide MR after unicorns.  MR along with Lich are your primary damage dealers in the battle.

Lich:  Pretty much the best unit in the game.  They are incredible both offensively and defensively.  Even though it's hard to summon a lot of these as blue, you should still try to include these in your stacking.  Because of their weakness against holy attacks, lich should never be put in the top 3 stacks.  Hide them after MR at 4th stack, they should deal a LOT of damage along with MR.

Horned Demon:  As mentioned previously, this unit is one of the best average unit.  They have incredible attacking power.  Another must have unit as blue.  This unit, if matched well, can clear your enemy fodder stack.  This is called a "fodder killer" unit.

Medusa:  Another "fodder killer" unit.  Good attack power.  Used along with Horned Demon because usually the enemy has more than 1 fodder stacks.

Water/Ice Elemental:  Both are great at killing fodder.  However, if the enemy isn't deep-stacked (ie, only a few stacks), these will aim at the enemy top stack, which is pretty good as both have huge attacking power.  I prefer IE over WE because the attack type cold is much less resisted by most units, but since the conjure elemental thing is random, you have to work with what you get.

Nymph/Psychic Wisp/Dryad/Soul Speaker: These are average or simple units ALL with ranged attacks (this is important as they won't be countered) and initiative 3.  Any color should try to include these at the bottom of their stackings.  These units, if unpaired, will aim at the enemy top stack, which is usually ultimate units.  They can each take out a couple of dominions or phoenix, which is nice.


If you compare this stacking with the previous eradication stackings, you should find a pattern, something like this:

Flying blocker/ ground blocker/ damage dealer/ damage dealer/ fodder killer/ fodder killer/ fodder/ fodder

It should be quite obvious why each unit is at their position now.
#15
feel free to do so :)


PS: I will be doing the other colors as well, you don't need my permission for those either.
#16
Still, reds have probably the worst defense of all 5 colors.  Therefore, you should not aim at your opponent not inflicting enough damage on you.  Instead, aim for you dealing more damage than him during the battle.  The spell Battle Chant is a great enchantment that increases your AP but decreases your HP.  This way you try to lose a lot of your army but still deal more damage back in each battle, hoping you could get the protection status without losing land. 

Reds' main problems are population and gold.  Build lots of farms and towns and relatively fewer nodes.  Also, full barrier is a must as always.  If an enemy gets his own oil flask or perhaps head of medusa through, you could be in big trouble.

If you don't have the mana for all the stacks, you could drop the fire elementals.  The rest need to stay.

Finally, it is quite easy to switch to attack mode with this defensive stacking.  Red dragon/Chimera/Efreeti/Fire Elemental will be a huge headache for green mages.



Stacking guides of other colors will come shortly.
#17
Another interesting and creative defensive stacking is the "all flying" stacking, meaning all of your stacks fly, so that if your enemy ground units aren't ranged, they will not attack at all, which of course is good.  An example is as follows:

red dragon
chimera
wraith
vampire
griffon
pegasus
wyvern
faerie dragon
sylph
sprite

The main hitters of this stacking is the top 5 stacks.  The bottom 5 are there to make sure that the low enemy ranged fodder will not aim at your top stacks, and therefore these bottom 5 stacks should be relatively small percentage of your army.  You will have to buy faerie dragons though.  If you can't find them in the market, you could also summon a few angels.

With 5 of these stacks having a melee attack, I suggest using flame blade/oil flask for defense.  Alternatively, you could use Stun/Ash of Invisibility.
#18
Now, if we use the combo of Flame blade/Oil flask, we would need as many melee units as we can to take advantage of the magic

red dragon
chimera
efreeti
fire elemental
griffon
werebear
horned demon
hell hound
nymph
dryad
#19
Continued from above


If we use the combination of Stun/Oil flask, we don't need many melee units, and the following stacking should work well:

red dragon
chimera
efreeti
fire elemental
wraith
lich
horned demon
nymph
dryad
spirit warrior/fanatics


Each unit has its own purpose at its position.  The first four stacks are all fire based to take full advantage of the item.  Notice how both chimera and fire elemental (weak defensively) are hidden behind a good defensive unit.  Wraith is at 5th place to further deal some damage with their powerful attack.  Lich is there to push down weaker units.  Horned demon at 7th place is to kill enemy fodder, and they do a great job of that! Nymph and dryad are at the bottom so that they will aim at enemy top stack most of the time and they can usually take out a couple of phoenix and dominions and elementals.  You may be surprised to see spirit warrior or fanatics at the very bottom, you will need to buy these from the market.  The reason why these are here is because there are usually few white mages at the top 100, and therefore black mages always put their liches at top to kill our red dragons.  Spirit Warrior or fanatics can deal some damage to the liches, which is good.  If you can't find these in the market, you could just sneak in some average or simply units at the bottom of your stacking.
#20
Seeing that this place is really quiet for so long, I'm just going to try to live it up a little.  I will discussing stackings for every color here, starting with the eradication specialty.

Red (eradication) mages have access to some of the best offensive units in the entire game.  However, most of them seem to also suffer with the lack of defense.  It is quite common for a red mage to win land easily but can't defend it.  Therefore, I will start by discussing a stacking for defense.  Let me first point out the properties of each unit commonly accessible to red mages.

red dragon: the most powerful unit in the game DEFENSIVELY. most people mistakenly think that red dragons are offensive units with their 500,000 fire breath attack, but if you compare the AP (attack power) / NP (net power) ratios of red dragons and chimera, both having the same types of attack (fire breath and melee), you'll find that chimeras have a lot better ratio.  as for the red dragons, with their ability Fear, Scales,and the highest HP, you have a awesome defensive unit.  EVERY red mage should include red dragons in their defense, despite their weakness to cold.

chimera: as mentioned above, chimera actually is the best offensive unit for a red mage.  however, they have very weak resistances to most attack types, and should be used carefully in a defensive stacking.

efreeti: the best defensive unit on the ground for reds.  Fear and Swift both reduce the damage dealt to them greatly, and with a initiatve 4 fire ranged attack, they have a potent attack as well.

fire elemental: huge fire damage, very bad resistances. also should be used carefully on defense.

hydra: pretty good defensively with their scales and regeneration abilities.  they lack offense as poison melee is well resisted by most units. this is a specialty unit designed for the sole purpose of killing mind rippers, which has low poison resistance.

salamander: strong fire attack, initiative of 1, these should be stacked low to deal damage and take little or none

hell hounds: same attack types as the red dragon and chimera, except these are on the ground.  these are interchangable with the salamanders depends on the specific situation.

Wyvern: bad defense AND bad offense, should not be used unless in very specific situations

Dwarvan Deathseeker: interesting ability to burst fire, but usually that won't deal enough damage for these to be worthwhile

Other red recruitable and simple units: not useful at all

Lich: one of the best units in the entire game both offensively and defensively.  strong resistances to most attack types except holy. ideally these are the best units for a red mage to be at top ground (ie first ground unit). however with red's low summoning ability, these should be only stacked middle or low.  ability fear make them very durable, nice attack types

vampire: similar to lich, except being flying and eat pop a LOT more.  should either use in big numbers or not at all

wraith: one of the most favored units by red mages. good offense, very bad defense though, should be used carefully in defense

horned demon: the most offensive ground unit after treants, every red mage should use these in the middle or down low to kill enemy fodder, initiative 1 is its downside

zombie: zombies are good at defense ONLY when used in huge numbers, and reds cannot use zombie in huge numbers, so avoid using them

ghouls: similar to zombie, better offense, but eats pop, don't use these

griffon: nice durable flying unit, attack types and initiative are their problems, should be used in specific situations

treant/mandrake/creeping vine: reds should avoid using treefolks.  red Plant Growth is not nearly as effective as green's

werebear: nice average units, used in specific situations

nymph: nice fodder units, ranged psychic is one of the best attack types, reds should always use these at the bottom of their stacks

dryad: similar to nymph, attack power is not as good as nymph, could be used in addition to nymph

white and blue are opposite colors of red, so try to avoid using those units



When designing a defensive stacking, magic and item should be taken into consideration as well.  these along with the stacking should really work together, with a common purpose. Some good items for red are: oil flask, ash of invisibility, carpet of flying, candle of sleeping, spider's web, we will emphasize on the first two.

Let's first look at the item oil flask.  Reds have a LOT of units that have attack type fire, so oil flasks (lower enemy fire resistance by 50%) are great items for reds.  This is the reason why oil flasks are the most expensive item in the black market since all red mages need them.

There are two magics that can work with oil flasks well, namely, Stun and Flame blade.  Stun reduces enemy resistances even further while flame blade adds the fire attack type to all of your units with attack type melee.  Stun works on enemy units and CAN be resisted, while flame blade works on your own units and will never be resisted.



to be continued...