The Banner Saga: Factions

The Banner Saga: Factions

Waiters are the winners
just wait for the enemy moves his char, counter attacks and its win. Never saw a game so noob..
Naposledy upravil Slate; 28. srp. 2013 v 13.01
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Its that simple eh :D Maybe you should try playing a few more games to see the depth in tactics this game actually has to offer. Because believe me "waiting and counter attacking" is one of the easiest "tactics" to deal with in this game.
i trust u, but am 6 powers and all my oppenent do that, now i do that too but its boring...
Naposledy upravil Slate; 28. srp. 2013 v 13.02
If you come onto the main forums and message me when I am around I can come show you some tips on how to engage the "turtle". Make the game more interesting for yourself.
it's way too boring. there is no diversity or variety in the game. It needs more creatures or imperiums, dunno.
Sorry Angelo, but you haven't even scratched the surface. This game is HARD to be good at. Not to mention that Factions isn't theven the real product. Factions is just the combat component of a single player campain game. The Dev's rolled this out so that we could learn to fight by beating up on each other. The real game is not going to focus on this combat
It's not about the ammount of creatures it has. It's about the strategy. I don't think its boring at all. But then again you'd probably think chess is boring as well.
belive me its not so simple. yes its userful to wait, but only to attack with proper unit and not just one who first in a row. Waiting till enemy start his assault can be fatal.
When I see people turtling, I advance slowly and simmer them using my Siege Archer(s). Ha! Lets see how long they can wait in the back while I throw burning slag on their faces.

Seriously now, engaging (also called early-game) is one of the most demanding parts of the battle, the others being the mid-game (which is a little chaotic in most cases) and the endgame or "pillage" (which is the easiest to understand and perfect). The engaging phase -- where you make small cautious steps checking your opponent before the head banging starts -- greatly depends on relative team composition and play style. That means that depending on your build -vs- the opponent's build, different engaging tactics should be used. And, yes, turtling is one such tactic. Based on my experience, only a few players consistently employ this unfun approach and they are usually shunned for that....
What it feels like is that the game rewards waiters more. This game has a lot of potential, but the core mechanics are a bit flawed (like forcing you to keep enemies alive not to give turn advantage).
Naposledy upravil lucmobz; 11. lis. 2013 v 10.21
Having been around for several months, I feel there's actually several "layers" to this aspect.

First things first, skill beats sly tricks/combos/gimmicks every single time. That's a fact I've learned by facing opponents more skilled than me, while I used builds & tricks I considered superior to the opponents.

Secondly, its true that between equally skilled players using similar builds, things usually boil down to whoever attacks first wins/loses. For direct-STR-damage builds (e.g. warriors, thrashers etc), the "first hit" principle applies, i.e. whoever hits first wins. For break-Puncture builds (e.g. shieldbangers & archers) whoever comes first into enemy range is bound to lose. Also, note that playing a break-Puncture builds (the ones favored by "waiting") is typically much more difficult than direct-STR builds (the ones favored by "attacking first"). Things are much more complicated than this simplistic break-down, but I hope you get the general lines.

Thirdly, there have been discussions about how to modify the early-game stages so that players are motivated to engage faster. Some of the proposals were adding units that profit from mobility (e.g. a melee unit that gains a +STR bonus for each tile they walk before attacking) or giving a temporary bonus for the first round (i.e. the first 6 turns of each player) that promotes movement.

@lucmobz -- on "waiters are rewarded": I'd say that is true for entry-level players. That's mainly because new player don't quite grasp the cover-ranges and the critical importance of positioning in this game. So, they are prone to break their formations early in the game, leaving units unsupported etc. Also, entry-level players usually spend more willpower (WP) on movement rather than attacks. This is generally bad, as in mid/high-level play, correct WP-management is what typically wins a game in a tight pillage situation. What I mean to say is that with correct positioning you need not spend WP on movement (saving it for damage instead), unless its absolutely critical, e.g. to march up a 17STR warmaster for an instakill.

@lucmobz -- on "forcing you to keep enemies alive not to give turn advantage": The balance between turn advantage (having less units than the opp) and stat advantage (having units that are healthier --on average-- than the opp's) is generally good, in my opinion. The pillage mode serves for that: The maximum turn advantage is 6:2 and it disappears when the second unit is killed and you enter pillage. Please note that it's generally hard to keep 2 full-health units while carefully crippling all 6 units of the opponent... Also, to counter this (i.e. force opponent to kill your units) its advisable to bring units that are useful even when maimed but with remaining willpower. Typical examples are Thrashers, Siege Archers and Warmasters. Finally, all breaker units (Raidmasters, Backbiters, Shieldmasters) are valuable when maimed, especially when there's ally archers alive, to take advantage of puncture.
Naposledy upravil Aleonymous; 12. lis. 2013 v 2.25
Myll_Erik  [vývojář] 14. lis. 2013 v 19.22 
Great post Aleo!
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