Today, let's take a closer look at the core of Warlords - the battles, and how to win.
Winning battles gives you many essential items:
- units that fought gain XP (no matter if you won, or lost),
- gold
- weapons, armour and banners for heroes
- upgrade items
- regimental shards for hero level-ups
Basically, we want to have a strategy for picking our battles in such a way that we can get a couple of victories in a row, before we have to let our troops rest.
Picking the right battle
Battle difficulty is marked with "skulls" on the world map. One-skull battles should be pretty easy to win without major casualties. Two-skull battles are somewhat harder, but well doable with the right strategy.
For three-skulls, you'll struggle to win at all, with major to almost complete casualties. Four-skull battles are really just there to tease you.
Crushing victory
There's a second aspect to picking your battles, besides difficulty - you'll get a limited amount of turns to win a "crushing" victory. This will give a substantial gold bonus (up to doubling your gold gain). And gold is always in short supply - higher-level upgrades are expensive, and while we could use diamonds to buy gold, the exchange rate is terrible, and, of course, diamonds are rare.
A good approach is to pick some easy one-skull battles in quick succession, and then going all-in for a two-skull one. This will leave your units depleted, but you can then put the game away, and pick up again with fresh units after a couple of hours.
Always try to get the "crushing" victory - you'll need the gold, and it makes the challenge more interesting as well.
The crucial first turn
The biggest advantage that you have on your side is the "first turn" - you get to deal damage first. And since most units deal damage according to their size, you can severely depleting the enemy forces in your first attack. One exception is the Guardian class, who can deal disproportionate damage with their "Retribution" perk.
Usually, you'll encounter two kinds of maps: Those where you want to attack in the first turn, and those where you want to evade.
It all comes down to range. Consider the Archer unit: she moves three tiles, has a range of three tiles, and can use the "Rain of Fire" perk to extend damage range to four tiles, so their range is six tiles, all in all. Next up are Cavalry (up to five tiles movement, one tile range) and Mages (three tiles move, two tiles range).
If you can deal some serious damage in the first turn, or have no way of a tactical retreat to get out of range, attacking forward is the only option. Otherwise, step back just out of enemy range, and do a full-impact attack next turn.
Examples
In the first map, all our units are in range of the enemy archers. This is a two-skull battle, the enemy heroes are mostly three-star, higher level ones, so we can't steamroll them.
But since there's nowhere for us to retreat, there's only one way, forward. Make use of the terrain (forest tiles reduce damage by 50%), and use the tactical capabilities of your units.
Most importantly, the Archers can use the "Rain of Fire" perk to deal damage and almost immobilise enemy units for three turns. In combination with the Guardian's blocking ability, we can focus down the front units, while delaying the ones further back.
Now, in the second map, we have a choke point with good defence in the centre, tempting to occupy directly, and then let them run into it.
Don't be fooled. The enemy has two ranged units, and especially the Mages are strong against our frontline units. They also have Pikes, who can remove our units from the forest defences and expose them before attacking. Lastly, the forest is lined by a ridge, which gives enemies attacking downhill a 50% attack bonus.
A better strategy is to just move our archers one tile back, and let the enemy move first. This should at least bring their Mages into our range the next turn, allowing our Archers to take them out. We can then push into the forest ourselves, and pick up the enemies at the choke point.
We still won't get through without some damage, but we've got three ranged units, two Archers and the Mages, which are going to deal devastating damage, forest or not. The Guardians have high health, probably our Cavalry will take a decent beating, though.
Reserves
Which brings us to the last point for today - reserves. In the second scenario, I'd probably not be using the Cavalry in the next battle, since they're understrength. But I have a strong Pike unit in reserve, as well as a somewhat weaker second Cavalry unit.
So even after a damaging battle, I can still fight another full one (5v5 or 5v7) by using my reserves. Usually, I play three to five battles in a round, exhausting my units in the last one, then put the game aside and come back to it later, when they've recovered.