~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ INTERMEDIATE STRATEGY: JUNK UNITS PART 2- STOPPING JUNK UNIT USE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Last time I told you how to effectively use junk units to screen, surround, and interfere with the enemy army at minimal cost to your army. So, naturally, you might wonder what are the best ways to counter these junk units strategies. First let me remind you of the effective ways to use junk units: 1) Use them to screen your front line units 2) Use them to surround the enemy and get the +4 bonus and surrenders 3) Use them to pin down and kill retreating enemy units 4) Use junk flyers to trap strong enemy flyers 5) Use them to run interference on the enemy army advance 6) Use them as decoys and distractions Now let's come up with a counter-strategy for each of these uses of junk units! ~~~~~~~~~~~~~~~~~~~~~~~~ 1) Junk units as screens ~~~~~~~~~~~~~~~~~~~~~~~~ This is the most important use of junk units so you really need to master the various methods for countering this strategy because most opponents will use it. The first counter is the most obvious one- fight junk with junk! When you see the enemy front lines forming with junk screens, bring out your own junk units and screen your heavy front line units. At the least this creates a stalemate, and makes your opponent go to plan B. If your opponent attacks your junk units with his heavy units, you will have the advantage, otherwise it comes down to which player can weed through the other player's junk in the most effective manner. In this stalemate situation it becomes very important how your junk units stack up against the enemy junk units. Remember, the stronger the junk units you buy, the tougher it will be for the opponent to kill them, and therefore get around them to your good units. Plus, if your junk is stronger than the opponents, you might be able to kill his junk units with yours. That being said, the ideal junk unit if money is no object is a full exp light cav. Light cav absorb half their wounds as morale loss against all units except for air units, making them more valuable as screens than skirmishers, which are vulnerable to cavalry. As with most junk units, you should use mug=0 light cav, since those are the cheapest you can buy and at the price of mug=1 and higher, you might as well buy a strong unit. A level 0 light cav at full exp costs about 45 gold, (more or less, depending on which warlord and advantage(s) you have). This might be a little pricey for most situations, so when money is an object you want to go with the cheaper and slightly less effecitve junk. Which unit I would recommend depends on whether you are evil or not. If you are playing the good side, grab 13-16 gold full exp mug=0 skirmishers. If playing the evil side, grab no exp wolf riders. One of the deficiencies of the evil side is a lack of good full exp junk units. Goblins are the closest you can get, but they do not absorb wounds as morale loss and can be killed rather easily even at full exp. Your opponent wants you to take a run at his junk with your strong units, as the junk is just bait, but he will get nothing if you kill his junk without exposing your strong units. It's similar to a mouse trying to grab the cheese without setting off the mouse trap. There are several ways you can go about this, and the stronger your junk, the better the chance you will have in implementing your plan successfully. At lower mugs, the relative strength of your junk units to the opponent's junk becomes even more important. When your junk units are at full exp and the enemy junk units have no exp, you can employ the following strategy. Use your junk units to attack the opponent's junk units on the front lines. Several attacks should be able to kill an enemy junk unit. If you have seige engines, use them, as they are extremely effective against junk. If you make two skirmish attacks against the enemy junk and then use a seige engine, you will get the +4 bonus even thought the seige engine is not directly next to the enemy unit(take note of this fact when using seige engines in general, it is the only exception to the rule). When you start killing the enemy junk unit screen with superior junk units, the opponent will have no choice but to withdraw or attack, since he will not be able to kill your junk with his, and just sitting there taking losses is tactically foolish. Since your junk units will not only attack his, but at the same time screen your heavy units, a smart opponent will attempt to retreat to a more advantageous position. Of course in this case you should move you formation forward and try to corner him, while watching out for flanking maneuvers. Eventually the opponent will either have to attack or corner himself and leave him vulnerable to your screened attack. Most times it will never get to this, as the opponent will decide he has retreated long enough and either attack right then or reform his defenses and wait. In either case you should have the advantage. On the other hand, if you are the one with the inferior junk units, you're going to have a tougher time. You can still fight back though it is harder, and unless the opponent makes mistakes, you will be at a disadvantage. So, if you cannot harm the enemy units with your outclassed junk, how you can still kill them without exposing your units? The key is to try to surround them. Scan the battlefield and see if you have reasonable opportunities to surround some of the enemy junk. If this is not possible, then you're out of options, and you should retreat and reorganize. If you attack a junk unit with a heavy unit and do nothing but make it retreat, you are taking a risk not worth taking. That is why at this point retreating and attempting flanking maneuevers is your only option because you cannot attack the enemy head-on. Now, what I mean by being able to surround the unit is that the hexes in back of the junk unit are blocked, maybe by heavy units, or other junk units. When this happens, you can take care of that unit. Imagine that the enemy junk("EJ") is in the middle of the diagram below. It is flanked by enemy units("E") in back and one other junk unit on the side(note this is a terrible formation; like I said, the opponent will need to make mistakes for you to take the upper hand). Sends two of your junk units on either side next to the enemy junk unit, to position A and B, then use one strong unit in position C to get it to surrender. (If the hex positioning looks messed up, then you are using a different font; e-mail me and I will get you a version of the diagrams that make sense) -E- -E- -EJ: Enemy Junk -EJ -EJ -A- -E-: Enemy Unit -B- -C- -A-,-B-,-C-: Empty hexes The reason this exposes you to minimal risk is that your heavy unit is now flanked by junk. So the enemy will have to kill or at least move two junk units to get more than one attack at your heavy unit. Still, if the enemy has a unit that can do heavy damage to your one unit in one shot, you might lose the unit. But the purpose of this formation is not so much for defense, but to lure the enemy into a premature advance, thereby minimizing the effectiveness of the superior enemy junk. If the enemy does nothing, you are ok since your heavy unit will escape and you have taken out one junk unit. If the enemy attacks, he will likely use units to scatter your junk, and this could leave you with an opportunity to counterattack his heavy units that move in to destroy your formation. Since your junk units are near your heavy infantry, the opponent will not be able to use his junk as screens for his heavy units that will be involved in the attack on your heavy unit. Why? Because your junk will now be right in front of his heavy infantry, and for him to put his screen there he'll have to kill both of them; the more units the opponent uses to wipe out your junk, the more units he places within range of your heavy front line units. Since at this point he is advancing closer to your lines than before(he must get closer to kill your heavy infantry, which is where his original screen used to be), it will be difficult to usescreen since now there is just one or two hexes between your front line and his. If a junk unit is placed that close to his new formation, it can be made to surrender very easily and will not be an effective screen. If you sacrifice one heavy unit to lure multiple enemy heavy units beyond their screen defenses, then you've just gotten several for the price of one and you have the advantage. Remember, in an even battle, the first army to start killing multiple enemy units has the advantage. This tactic is not always appropriate so you must pay attention to the enemy formation and units. If the opponent has a skull and one very strong unit, he can skull your heavy unit, then use the very strong unit to kill your heavy unit without even touching your junk (remember there is one position from which the enemy can attack your one heavy unit after you kill his junk). In this case, you're in trouble, because the opponent has killed your heavy unit while exposing only one of his heavy units. Now you will have to expose multiple units just to even the score, and meanwhile the opponent can move junk units in position all along the other parts of the line and advance his other heavy units, so that his army will be in position to counterattack from the sides when you attack his one very strong unit that killed your heavy unit. You can try to prevent this maneuver by moving a junk unit (after you kill his original junk unit) to the one spot from which the opponent can attack your heavy infantry. In this case your heavy infantry cannot be attacked until the opponent gets rid of at least one junk unit. I won't go any further with this line of thought, as it is confusing enough to go through all this without a clear picture of what the battlefield looks like. Each situation is slightly different and you must always analyze the opponent's possible counterattack before conducting your own attack. Never assume your opponent will do what you want or expect, always look at the worst case scenario first! If both sides have equal strength junk units, then you should use a combination of the two strategies dicussed above. Try to kill some of his junk outright, and get some to surrender. Since you are not at a disadvantage, there is no reason to attack en masse or retreat, and it will be a matter of who attacks first and who kills the opponent's junk units quicker. A different variation on this whole scenario is the use of mid-range light or heavy units. What I mean by mid-range light or heavy units is units that have a melee attack but are not capable of harming the strong front line enemy units. For ex, if the front line units for both sides are 5 shield lionmen, a mid-range unit would be a 0 shield ratman or lionman. When money is tight, one option during purchasing is to buy a combination of strong/weak junk and mid-range units to supplement your forces. The purpose of mid-range units is to stand in for strong units. For example, suppose instead of using a strong unit to kill the superior enemy junk in the scenario above you use a mid-range unit. Since the junk unit will be surrounded, any average strength unit that has a melee attack will be able to get it to surrender, esp if the enemy junk unit is not at full strength. So now all you would be exposing would be a mid-range unit, which is not a very tempting target. The opponent would not waste heavy units killing a mid-range unit that can't hurt his main forces, and his junk will most likely not be able to dispose of the mid-range unit either. So the result of this is that you can kill stronger junk units without risking your good units. Of course, if the opponent also has mid-range units, then he will in turn use his mid-range units to attack yours, and then positioning and overall tactics become the key as you try to engage his junk and mid-range units without exposing your heavy units. Another possible downfall to this tactic is that if the opponent has some really strong junk, such as 5 shield light cav or skirmishers, you might not necessarily be guaranteed a surrender if you attack with a mid-range unit, depending on its strength. As a quick rule, if a mid-range unit cannot do expected losses of at least 4(total kills and wounded) on a full life enemy junk unit(for lower life junk the number will be proportionally lower) you have little chance of making the unit reatreat/surrender (though it's not impossible). And before you start buying mid-range units at setup just to have mid-range units for this purpose, remember that a heavy units is always better than a mid-range unit! If you have one more heavy unit and one less mid-range unit, you might have one less unit to sacrifice, but you also have one more strong unit for the enemy to kill! Always fill out all your army slots, and if you do not have enough money for all heavy units, invest in one or two mid-range along with the usual supply of junk. The other common approach of dealing with screening junk units is to just move them out of the way. The only way to do this is to make the junk retreat and for this you need melee units. To use this approach you will need a good supply of mid-range units. If you don't have enough mid-range units to move all the junk out of the way, do not even attempt this tactic, because using strong units to move junk out of the way is very dangerous. Not only are you exposing your strong units for virtually no benefit (you are killing nothing, just moving things), but you are wasting units that could be used in the attack you are trying to make by moving the junk out of the way. In fact using heavy unit to move junk is exactly what you'd want your opponent to do! If you have some mid-range units in the area, here is how you want to proceed. I will go through a specific example but of course you will have to devise a plan based on where the opponent junk units and heavy units are in your situation. The goal is to clear a path to the enemy heavy units so that you can attack each more than once (and hopefully kill it, or else all this work would not be worth it!) Before planning this, make sure that you can kill enough enemy units to give you an advantage, because your heavy units will wind up right at the enemy lines with no screen after this and you'll lose at least some of them. Clearing a path and killing one enemy unit but losing two of your heavy units in the process is pointless. Usually you would use this tactic in one of two situations: a) you want to kill the enemy skull unit at all costs b) the opponent will have no counterattack if you take out several of his heavy units If you still think it is worthwhile to use this strategy in a given sitaution, here is how to proceed: -1- -2- -3- -EJ: Enemy Junk -EJ -A- -4- -EJ -HH: Enemy Heavy Unit -B- -C- -D- -E- -F- -1-, -2-, -3-, -4-, -A-,-B-: Empty hexes -J- -HH -HH -HH -G- -I- -C-, -D-, -E-, -F-, -G-, -I-, -J-: Empty hexes You want to hit the heavy units marked by HH. Your front lines are one space above positions 1-3. Two enemy junk(EJ) units stand in your way, one on the left and one on the right. You want to use the minimal number of mid-range units to move the junk out of the way and get several clear shots at the three enemy heave units. How do you do it? First attack the EJ on the right from position 3, which will push it to position F. Then attack if once again from the position it just vacated to push it to position I. At this point the junk is blocking attack only from position G. It is tempting to do the same thing to the EJ on the left and push it to position B, then J- This would use up two more attacks. But the simpler method is to just attack it from position A and push it left off the diagram, expending only one attack. This will leave it blocking only position B and J. You are left with positions C, D, and E to attack from. This seems like not much of a clearing for all that work. Well, it's not if you're facing shadow warriors... but if you are facing units that will reatreat, it will open up more hexes once you attack from the first three positions. And there are probably other enemy units in back of the three heavies diagrammed, so you might have some surrender possibilities too. If you are fighting shadow warriors, you'll want to push each junk unit one more time and clear positions G, B, and J. This is why you need lots of mid-range units to make this work, and it's a tactic that might not be worth it unless taking out those three heavies is vital to the battle. Also remember that I have placed the enemy junk optimally to where it cannot be forced to surrender. Your opponent might not be as careful and make it easier to move his junk out of the way. It might only require one or two attacks. Another question you might ask is- why not just kill the junk instead of spending all these units moving it? The problem is you cannot always kill the junk. As you can see, there is no good way to make it surrender, and if it is high exp junk, even multiple attacks with mid-range units might do no more than take away half its life. So moving it might be your only option. One more thing to remember about moving and killing junk is your air force! If you can spare the air units without putting them in danger, a bomberdier can greatly help kill a junk unit, and a sky hunter can make it retreat in an advantageous direction. An attack from above seems to push a unit to retreat in a random direction if no enemies are around it, so you might just be able to push a junk unit back towards your own lines, where you can eliminate it much easier. Plus air units do not allow light cav and skirmishers to convert wounds to morale, so you should be able to do more damage. Notes: In all these scenarios I am envisioning both sides as having an equal number of heavy units. If you are playing from behind in terms of heavy units, you're going to have to be more sure of your strategy because losing a heavy unit will have more impact on your army than on the opponent's army, so the goal of at least trading one for one is not good enough. If the opponent has twice as many heavy units, you'll have to make sure for each unit you lose, you can counterattack and take out two of his. One big attack/counter by the enemy can cripple your entire army; trust me, this is not a fun position to play from. Which is why despite all the uses of mid-range and junk units, you always want to stock up on heavy infantry first. I would urge you to start your purchasing by buying as many strong heavy units as you can afford (spend all your gold) and then subtract as you see fit to fill out your army. This way you are not tempted to buy all sorts of exotic units because you will have to disband a heavy unit to do so. You might wonder why I would tell you to purchase this way as opposed to starting from nothing and filling your army in whatever order you want. Well, when you actually see that buying that seige engine you want for the air war means disbanding another heavy unit, you will think twice about it(as you should, since seige engines are one of the most overpriced unit types in the game). This method has helped me develop good purchasing habits, so if you regularly get ourpurchased, I would encourage you to try it. Let's take the flip side of the discussion above. If you purchased smart and you have even a few more heavy units, then you can just try to take out one for one, and eventually the enemy will lose enough strength so that he cannot counterattack effectively. Just having more heavy units pressures the opponent to try something ambitious, because he knows one for one is not good enough. And in most cases, the opponent will make mistakes if pressured to come up with superior tactics to win the battle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) Using junk to surround the enemy and get the +4 bonus ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The opponent can easily be prevented from doing both of these if you use the right army formation. To prevent surrenders, always leave spaces in back of your front line units so they have a place to retreat to. This is why I dislike archers- they must be right behind your units to be effective and they take away those valuable retreat spaces. If you leave spaces behind your lines and you do not allow the enemy to flank you, you are for the most part safe from surrender(though the top players can always get a surrender if they really want to, the key is that they won't be able to get more than one, and will waste lost of resources if they choose to do it). To keep the enemy from getting that +4 bonus, stack your units side to side with occasional gaps so that the enemy can at most stack two of its units next to yours. This is good practice anyway since you don't want the enemy to ever get more than 2 attacks on a unit(that will almost always be enough to kill a unit unless the enemy units are inferior). An example of a good front line formation is as follows: --- --- -C- --- --- --- -H-: Heavy unit -H- -H- -1- -H- -H- --- -H- ---, -1-, A-C: Empty spaces -A- -B- --- --- --- --- Imagine this line continues indefinitely. There is no heavy unit that can be attacked from more than two spots, and there are plenty of spaces to retreat to, even if other units have already retreated. Take the second heavy unit from the left- you can attack it only from position A or B, which means you cannot stack two junk units next to it and get a +4 bonus. Position 1 might be empty but the enemy cannot get there because it is blocked off the the two heavy units flanking it. Why didn't I put a heavy unit there too? I could have, but by not putting one there I can put a support unit at position C and still protect against surrenders. If I had put a unit in position 1 I would not be able to put a support unit(or even another heavy unit) in position C. This is how I would normally position support units or reserve heavy units. And as I mentioned before, each front line unit has at least 2 places to retreat to, so it cannot be surrounded unless you have been severely flanked(in which case you would not use this formation anyway). This is a simple formation, and you can tinker with it, but be careful... make a few modifications and the formation can become an inviting target to the enemy. For example, back the heavies with archers and all of a sudden there are fewer spaces to retreat to, which means the enemy can force one of your units to retreat and block the only backline escape for a different unit, meaning now one of your units CAN be made to surrender. Or, if you position one of the heavies a space forward in the formation, it can now be attacked from all sides since it is no longer flanked by friendly units. Keep a solid line and junk units will not be able to force you to surrender or get attack bonuses. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) Using junk to pin down and kill retreating enemy unit ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The most obvious way to prevent your units from being chased by enemy junk is to retreat behind your own lines and cover yourself with your frontline heavy units. Remember, it is very important to keep the enemy from flanking you, because if your lines are holding, you can easily rest and retreat behind them, but if not, there is no place to rest and the enemy can surround you from all sides. Even if your lines have been infiltrated, you can use the 'fight fire with fire' technique again and surround your low life retreating unit with your own junk units, thereby making it impossible for other junk to keep you from resting even if you are outflanked. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4) Using junk flyers to trap strong flyers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Let me remind you what this strategy is. This is when you use two or more junk flyers(at full strength) to surround a strong enemy flyer so it cannot move away without killing one or more of your junk flyers. Then you send a anti-air ground unit to kill the strong flyer from below, perhaps in conjunction with a skull shot. The key to this strategy is that most opponents will not leave their air units in range of your anti-air, but if you trap them, they cannot escape in time to avoid getting hit from below. There are numerous ways to stop this strategy. If you have flyers other than the one that was trapped, just attack the trapping junk flyers, and free your other flyer from the trap. It should not be too tough if you have strong air units. If you have no other air units, you can use seiges, spells, achers, or even your own anti-air to kill the trapping flyers. Remember, you always have one attack with the trapped flyer to spare, since it can attack, and then escape if it managed to kill a trapping flyer. If you have nothing else to kill the trapping flyers, a last ditch solution is to place a ground unit below your trapped flyer so it cannot be attacked from below. Move some ground defenses to the area since your opponent is likely to try to take out that ground unit or make it retreat. Meanwhile, keep attacking the junk flyers with your trapped flyer; if the opponent cannot do anything from below in several turns, you should be able to kill the junk flyers and escape, even without help. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5) Junk units running interference ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is the toughest of the junk unit tactics to stop. I am assuming here that you want to advance towards a ground objective, and plenty of junk units are getting in your way. Now your course of action will depend on what units you and the opponent have. If the enemy has no strong units which could make you surrender or if you have shadow warriors and the opponent has no units to threaten them, your plan should be simple- ignore the junk and advance hex by hex, or by as many hexes as possible, towards the goal each turn. Do not engage the skirmishers except if your turn ends next to one or your turn begins next to one. If the road is blocked by skirmishers, attack the one right next to you, and advance one space(or more if you can) when it retreats or surrenders. Even moving one space at a time, you will eventually get there, since junk cannot make you retreat and you will always be moving forward. It helps if you have multiple units blazing a path through the junk. What you don't want to do is to hunt the junk and try to kill junk units each turn. This might seem counter-intuitive, but if your opponent has gold, he can just buy junk at 4 gold and replenish the junk army almost indefinitely(especially if he is like me and likes to see his opponent squirm!). So chasing them down is a waste of time, unless you know your opponent has little gold. The one exception to this rule is the high power 5-shield junk; you want to get rid of those junk units as soon as possible, since they are harder to kill and cannot be replenished. Once you get rid of those, just ignore the rest, and advance, as mentioned above. If you don't have shadow warriors or your opponent has multiple units that can hurt your strong units, then it's much tougher, and you'll have to treat the wall of junk as a screen and employ the strategies discussed above. If the opponent has only one or two strong units that can hurt you and they are hiding behind a wall of junk, then you can still advance as before, just make sure you advance as a group and cover your flanks with your own junk units. Even if the strong units the opponent has come out and attack, you will have other strong units to counterattack and kill them. What you don't want to do is spread out your heavy units to where the opponent can kill one with his strong unit(s) and then disappear behind the wall of junk again before you can counterattack. Another thing you never want to allow is for walls of junk units to completely surround you, to where you cannot move or escape. Even if the junk can't hurt you right away, it can peck away until you are down to nothing. Always watch your flanks, even if the only threat is junk units! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6) Junk units as decoys and distractions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Well, the simple answer to how to stop this is just not to be distracted by wandering junk! Otherwise you just have to be careful what you use to kill wandering junk. Never use a unit that could be helpful in the main battle. While there is reason to kill wandering enemy junk(you don't want the opponent to get behind your lines or scout your troops, plus every junk units killed is one less you have to wade through in the main battle), only send mid-range units or units that are of little value in the main battle. And scout first! Sometimes there are hidden or out of sight enemy forces waiting for you, so it is a good idea to send a light cav junk unit to investigate before killing wandering junk. If you bump into trouble, then it's no big loss. Also, you can usually ascertain the purpose of a wandering junk unit by watching its movement turn by turn. If it is going around your units and keeping barely out of range, likely it is just there to scout or flank. If however, it is way too close and just begging to be attacked, that is probably what the opponent wants you to do, so stay away! Even so, the opponent can always outsmart you, since it really is hard to tell if a junk unit is meant as a decoy or as a scout. If you are ahead, the safest thing is to just stick to your guns and ignore the wandering junk. If you feel the need to attack, ask yourself if it puts your main army in a weaker position if you divert forces to kill the junk unit. The answer to that question should determine whether you should go ahead and attack. As you can see, there are many strategies to use and counter the uses of junk units. If you know them, it is less likely you will fall victim to them, but as always, it is how you react to what the opponent throws at you during a battle that will determine the outcome. The strategies mentioned above are just guidelines and should be modified to suit the particular situation at hand. NEXT ISSUE: Strategies for that unpredictable battle where both sides use AutoBuild Army(the outcome is more predictable than you'd think and one easy formula seems to do the trick for me every time) Suggestions, thoughts, and feedback on my strategy articles is always welcome! Regards, BloodLord the Lich FG Laddermaster E-mail: "nvayn@chesco.com" ICQ 8062414