War for the Overworld

War for the Overworld

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Best Units; Room layouts; Gold Strategies?
There are a ton of units in this game but it is hard to tell which ones are useful to have enmass and which ones just suck. For example, having lots of cultists seems to be good since they can heal other units at range.

There doesn't seem to be a guide which rates units. Has someone posted something elsewhere that analyzes the use of each unit and which ones you want to have in your army?

Also, what are the best units to possess?

Second, do people prefer having "rooms with walls" (for speed bonus) or "rooms with no walls" (for more tiles / more units to attract)? I am thinking some rooms with walls work well such as sanctuary or libraries or barracks, but others are useless. What do people think about this?

Third, what are the best ways to make gold? ie. gold transmution potion; blood gold spell on prisoners; work-a-lot potions on workers on gold shrines; etc?

Thanks for any input!
Originally posted by Biervampir [AUT]:
Originally posted by ♥♥♥♥ Goblin:
There are a ton of units in this game but it is hard to tell which ones are useful to have enmass and which ones just suck. For example, having lots of cultists seems to be good since they can heal other units at range.
Mass Gnarlings, they are strong and train by their own, no fancy micro management needed.
I like to get 8 Chunders and train them in the Arena, because they are tanks and at lvl 5 they get a stun ability.
Cultists are indeed awesome. They generate sins, are abel to channel ritual, they heal in combat and have an amazing debuff, and deal a good amount of dmg.
The most Powerfull unit is the Augre though, He's a Stun machine, but he's also very expensive.
Then Beasts, just get them asap. (I like the Skarg and BAFU. BAFU best beast)

If you rank them in combat efficency (when properly lvled):
Number 1: Augre
Number 2: Chunder
Number 3: Gnarling
And you can never go wrong with Beasts

Here are the Stats for the Units, if you are interessted
https://forum.brightrockgames.com/threads/units-stats.9956/

Originally posted by ♥♥♥♥ Goblin:
There doesn't seem to be a guide which rates units. Has someone posted something elsewhere that analyzes the use of each unit and which ones you want to have in your army?
I will link you several Guides:
Multiplayer Strategy Guide - https://forum.brightrockgames.com/threads/multiplayer-strategy-guide.9731/

Git Gud Video
https://www.youtube.com/watch?v=0lhVpFiPCpM&t=74s
Git Gud Strategy Video
https://www.youtube.com/watch?v=YKBQVoqzp-0&t=1s
if you want I can link you 3 Strategy Guide Videos as well

Originally posted by ♥♥♥♥ Goblin:
Also, what are the best units to possess?
Depends what your Goal is
I usually use Possession in Scenatio maps or to Train my first few minions quickly in the Barracks

Originally posted by ♥♥♥♥ Goblin:
Second, do people prefer having "rooms with walls" (for speed bonus) or "rooms with no walls" (for more tiles / more units to attract)? I am thinking some rooms with walls work well such as sanctuary or libraries or barracks, but others are useless. What do people think about this?
You refere to Open Dungeon vs Walled Dungeon:
Both have up- and down-sides

I personally almost allways reenforce my Archive.
On Small or Medium Sized maps I tempt to have an open Dungeon (but still my archive will have walls, most of the time)
I like to use Potions, so sometimes I also reenforce the Alchemy Lab
Barracks, I like to have 5x?, because I like the efficency boost, but is no were near as a priority
My Beast Den and Arena are wide Spread and open, because they dont need it
For the Foundry I dont care if its reenforced, becasue I either have more defence Parts then needed, or there's no time to reenforce the Foundry

Originally posted by ♥♥♥♥ Goblin:
Third, what are the best ways to make gold? ie. gold transmution potion; blood gold spell on prisoners; work-a-lot potions on workers on gold shrines; etc?
Transmutation is gargabe right now, tbh
Avarice is the best way
Monolith to quickly mine huge chucks of gold
Spriti Workers are awesome, because they port the gold directly to your vault
Gold Shrine is a waste of time
Work-A-Lot, I wouldn't recommand using it on workers (but there are some scenarious where I would use it), so better use it in the Archive or Barracks


But everything I said is more focused on competetive Multiplayer matches.
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Showing 1-4 of 4 comments
nutter666 Mar 4, 2018 @ 2:35pm 
Could be a weird coincidence, but do I recognise you from the Fable Fortune forums by any chance?

The Units all fulfill different roles in the dungeon so you can't really do without any of them.

Archon and the other titans are probably best to possess for battle purposes.

Avarice (ritual) is the best way to generate gold IMO. Gold Shrine is one of the worst ways since it's so slow.
Last edited by nutter666; Mar 4, 2018 @ 2:37pm
Nova Solarius Mar 4, 2018 @ 3:49pm 
Like Nutter said, ranking units isn't really valuable since they each have their uses. That said, I'd personally rank the Auger, Necromancer, Witch Doctor and Succubus as less useful. The first because... well, when do you ever use defenses? The third and fourth require too much micromanaging to be of much use to me, and the second is outmatched by the Archon in pretty much every way.

Regarding gold, Avarice is probably your best bet for reliable income. I tend to leave a few spirit workers at a shrine for a more hands-off supply, but that's fairly slow and more a way to make otherwise idle workers useful. Blood Money is best used if you need an immediate burst of gold. Just make a few golden statues and spam the slap button. Alternatively, a few Aureate Monoliths near a battlefield will do as well.

Ultimately, however, I would pin the Colossus as the best way to get gold. It's like an Aureate Monolith that doesn't break, moves, kills and does so fairly effectively. However, I believe you need Heart of Gold for both the Colossus and the Monolith.
The author of this thread has indicated that this post answers the original topic.
Biervampir [AUT] Mar 4, 2018 @ 3:56pm 
Originally posted by ♥♥♥♥ Goblin:
There are a ton of units in this game but it is hard to tell which ones are useful to have enmass and which ones just suck. For example, having lots of cultists seems to be good since they can heal other units at range.
Mass Gnarlings, they are strong and train by their own, no fancy micro management needed.
I like to get 8 Chunders and train them in the Arena, because they are tanks and at lvl 5 they get a stun ability.
Cultists are indeed awesome. They generate sins, are abel to channel ritual, they heal in combat and have an amazing debuff, and deal a good amount of dmg.
The most Powerfull unit is the Augre though, He's a Stun machine, but he's also very expensive.
Then Beasts, just get them asap. (I like the Skarg and BAFU. BAFU best beast)

If you rank them in combat efficency (when properly lvled):
Number 1: Augre
Number 2: Chunder
Number 3: Gnarling
And you can never go wrong with Beasts

Here are the Stats for the Units, if you are interessted
https://forum.brightrockgames.com/threads/units-stats.9956/

Originally posted by ♥♥♥♥ Goblin:
There doesn't seem to be a guide which rates units. Has someone posted something elsewhere that analyzes the use of each unit and which ones you want to have in your army?
I will link you several Guides:
Multiplayer Strategy Guide - https://forum.brightrockgames.com/threads/multiplayer-strategy-guide.9731/

Git Gud Video
https://www.youtube.com/watch?v=0lhVpFiPCpM&t=74s
Git Gud Strategy Video
https://www.youtube.com/watch?v=YKBQVoqzp-0&t=1s
if you want I can link you 3 Strategy Guide Videos as well

Originally posted by ♥♥♥♥ Goblin:
Also, what are the best units to possess?
Depends what your Goal is
I usually use Possession in Scenatio maps or to Train my first few minions quickly in the Barracks

Originally posted by ♥♥♥♥ Goblin:
Second, do people prefer having "rooms with walls" (for speed bonus) or "rooms with no walls" (for more tiles / more units to attract)? I am thinking some rooms with walls work well such as sanctuary or libraries or barracks, but others are useless. What do people think about this?
You refere to Open Dungeon vs Walled Dungeon:
Both have up- and down-sides

I personally almost allways reenforce my Archive.
On Small or Medium Sized maps I tempt to have an open Dungeon (but still my archive will have walls, most of the time)
I like to use Potions, so sometimes I also reenforce the Alchemy Lab
Barracks, I like to have 5x?, because I like the efficency boost, but is no were near as a priority
My Beast Den and Arena are wide Spread and open, because they dont need it
For the Foundry I dont care if its reenforced, becasue I either have more defence Parts then needed, or there's no time to reenforce the Foundry

Originally posted by ♥♥♥♥ Goblin:
Third, what are the best ways to make gold? ie. gold transmution potion; blood gold spell on prisoners; work-a-lot potions on workers on gold shrines; etc?
Transmutation is gargabe right now, tbh
Avarice is the best way
Monolith to quickly mine huge chucks of gold
Spriti Workers are awesome, because they port the gold directly to your vault
Gold Shrine is a waste of time
Work-A-Lot, I wouldn't recommand using it on workers (but there are some scenarious where I would use it), so better use it in the Archive or Barracks


But everything I said is more focused on competetive Multiplayer matches.
Last edited by Biervampir [AUT]; Mar 4, 2018 @ 6:24pm
Wow, thanks a lot for the detailed responses from everyone!!! :)

@Biervampir: thanks for the info, much appreciated! Also thanks for the videos too.



Originally posted by nutter666:
Could be a weird coincidence, but do I recognise you from the Fable Fortune forums by any chance?

Nope :( The name is from a cartoon series called Code Monkeys, so it is probably another fan of the show.
Last edited by ♥♥♥♥ Goblin; Mar 4, 2018 @ 9:56pm
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Date Posted: Mar 4, 2018 @ 2:15pm
Posts: 4