Friday, July 27, 2012

Splash My Void Monks

Alright, I've noticed some people coming here through a search on how void monk splash actually works. And, to my great embarrassment, I don't have any post on that! Even though I have a post on that hairy gunner (dashing monocle regardless)!


Well, I'm about to remedy that!

Ok, this is the basic T shaped splash that you may have heard about when people talk about void monk splash. It's easy to see why! Really quite straightforward.

The numbers for the splash, both with and without a sword. Ne that the splash is exactly 2/3 of the initial damage! The initial damage doesn't affect the splash damage, however.


Right, so that's it for void monk splash! But before I leave you, here's a little bonus. :)

You ever get that feeling? Where you just want to pop a scroll and dragon smash 4 hapless Council units to the nearest constellation? And when you pop that beastly combo off and when the dust settles, you get 1 KOed unit and 3 other sniggering units? Yeah. That sucks.

This is what you shoulda done. Pop one off in his face first, and then scroll up with that combo. Watch those dazed faces with Xes on them. You're welcome.




Tuesday, July 24, 2012

Puzzle No. 3: The Impala

Er, I mean, the impaler. So anyway.

Here's a situation which came up in a game recently, and I was dum enough not to have taken a screenshot while I was playing. So I had to recreate the situation, but my test account doesn't have DE because I'm CHEAP. So let's pretend.

Right then. Wraith dearest has less than 1350 HP (read: can be KOed by a scrolled Impala in one hit) and is fully fed, and so deals 600 damage per hit. The imp has 1050HP (read: can be KOed by the wraith in 3 hits + 1 soulbomb). Your opponent MAY have a soulbomb, but no priestesses. WHAT DO YOU DO?

Ok, so here's what I did.

I basically bet that my opponent didn't have a soulbomb. If he did, though, bomb + whack + whack + whack + nom and.. I'm in a very very sorry situation. What was the better solution, though?

After an hour or so of praying for no soulbombs, I realised I screwed up and could have avoided all that by following my own advice and THINKING about how imps function. Why let the wraith bash on you once he's up and running again? You have range, use it! So now, we've got bomb + MOVE + whack + whack + whack. Now my imp is KOed, but see that soulbomb there? That means I get to rez and OFF THAT GUY. Whew.

As it turns out in the game, he didn't have a soulbomb in hand (although he did have one in his deck) and so I scraped another win. Go me, but I should probably stop gambling and start thinking about where I park my Impala (yeah you knew this was coming).

Friday, July 20, 2012

Map tips: Tribe map

EDIT: AUGH! My blogging software screwed up on me and no one told me? Geez you guys. So if you're confused, here it is. WITH TEXT THIS TIME.

Ok, I actually did this picture up some time ago, but never got around to posting it up. So here it is! :)

A: DE has the advantage of being able to grab either gem tile in 3AP starting from a dead stop. So abuse this! If you opponent ever leaves his gem tile open, that's your cue. Pop a VM, grab that tile and abuse his gems like they were red headed stepchildren. On the flip side, THIS IS THE TRIBE MAP. Do NOT leave your gem tile unoccupied! Or you'll be the one waking up with a sore bum in the morning.

B: Imps are kinda boring most of the time, but on this map they are good for 1 thing. Or 2 things, they are pretty boss at killing gems. But yes, you can pull your opponent's gem tile guard off, move the imp onto the recently vacated gem tile, and hit that gem for x2 gem bonus damage (you did keep your own gem tile occupied, right?) This is pretty much a sacrifice of the imp, but it's practically a forced move for your opponent, because if he doesn't take care of that imp, he is definitely going to LOSE that crystal.

C: Usually, the corners of the map aren't very useful, and you never want to have any units in those corners because those units will never become useful where they are. But on this map, priestesses can be surprisingly useful in the corner! They can heal/rez whoever is on the helm/gem tile, and reach the other helm/gem tile by spending 1AP to move forward. Plus, the gem protects the priestess. This is especially good because there's so little usable space near the deploy tile - the attacking units are better placed forward. I guess this works for engineers too - you can bubble the helm/gem tile.

D: This is a good spot for those 3 range units (like the necro), but not because of the usual reason that it's a sword tile and necros are good with sword tiles. Necroturrets don't really work too well because the area that the necroturret covers isn't really important at all. You can't hit the gem tiles, you can't hit the crystal, you can't even hit many positions from which people can hit your gem! But you can however do a peekaboo - ready to move out from behind the gem and hit your opponent's middle crystal for major damage any time you control 1 or both gem tiles. The other big thing is that it blocks your sword tile. That sword tile is more dangerous to you than helpful for you. Like I said, even a necro on that tile can't hit much of anything interesting, much less an imp. On the other hand, the lack of space means that your stuff is usually clumped around the deploy tile, and in particular around the sword tile. A VM or chief can run in, take the sword tile and ruin your life. So you have to leave something there, and it may as well be a necro.

E: This is where most of your stuff is clumped up. This is also where, if you have units, grenadiers, gunners, wizards, witches, rocket dwarfs can splash your crystals and your units at the same time. This is bad, because you're pretty much forced to heal up and ignore the splash, or trade for the grenadier or whatever and eat the crystal damage or any other splash. On the other hand, it's really really hard to avoid having units in this area, so you're going to have to balance leaving units there and risking splash, or spending the AP to move off.

Monday, July 9, 2012

The 3 resources of Hero Academy

The 3 resources of Hero Academy 

Yeah, it’s been a while, hasn’t it? All burned out from the last batch of replays, the Dark Elf Tournament I’m in, and WORK (gotta pay the bills).

Anyway, today I wanted to talk about the 3 resources of Hero Academy. Most of the time, we only really think of resources in Hero Academy as units and items – if I swap a unit for an equal unit, that’s a fair trade for resources. But there’s really 3 different kinds of resources: Units, Action Points (AP), and Crystal. I’ll go through each of them in turn.

You guys know about units right? Those guys at the bottom of your screen. Lose all of them and you lose. If you have to lose a unit, make sure that your opponent loses as much, or more.

AP as a resource? What? Well, yes. Remember, you only get 5 AP, and you literally need AP to do ANYTHING. Make sure that each AP you spend, makes your opponent spend as much AP or more. For example, if you attack but don’t kill a unit, make sure that your opponent needs to spend as many AP to heal up that damage (e.g. don’t use 3 AP to do 600 damage when your opponent only needs 1 AP to heal up). 

This is actually a rather unique resource, in that you can heal damaged units, you get 5 AP each and every turn, but you can never reverse crystal damage. If you are in a deadlock situation, and you can even deal 50 damage to a crystal each turn and your opponent can’t, eventually you will win. Also, it’s unique in that you almost never notice that damage immediately. Crystals have so much health that you can use them to tank for a few rounds (tribe map excepted) and not notice it, but at around the 50% crystal health mark, crystal gets a lot more important.

 So far, nothing controversial (I hope!). Almost all HA players that read this blog will know that losing more of a resource than your opponent (e.g. trading a sworded imp for a naked imp, or trading 3AP of doing damage for 1 AP of healing up all that damage) is BAD. Well, in most circumstances, anyway. But what is really interesting is valuing trades between DIFFERENT resources.

Trading Units for AP
Take for example, a trade as follows – 1VM for 4 AP. Whaaa? How does that make sense? Simple – make 4AP worth of moves , and on the last AP, move your VM into the face of a sworded necro (assuming that the necro can’t run, of course). You’re offering your opponent a trade – I give you a VM for “free”, but you have to spend 5AP killing and stomping it. And I get to move again. Now, why would you want to make such a trade? Maybe you’ve just drew a whole bunch of units in your hand, and you need enough time to helm and sword them before the necro gets set up on the sword tile. Maybe you’ve taken the gem tile with a naked imp, who is in range of a necro, and you need to keep that imp alive for just one more turn so that your necro can start blasting. Those are all situations where you need more than 5AP, and one way of getting more than 5 AP.

Trading Units for Crystal
This is easy, people do it all the time, it’s called crystal diving – you sacrifice your unit by running in and whacking the crystal, and ending your turn in range of the counter attack. The reverse is hiding behind crystals – using the crystal as a damage sponge to protect your unit.

Trading Crystal for AP
This is where you ignore someone whacking on your crystal in order to get more units out, or equip units, or move somewhere important. Or conversely, attacking crystals – every attack is an AP that is not immediately useful, most of the time.

 I won’t say that all this is super important information, but it’s good to think about these things if you want to up your game, and you feel like you’re stuck at the unit trading level. Open your eyes to each of these 3 resources, and the trading of one type for another, and when you need one of some kind of resource or another, keep in mind the possibility of trading one for the other.