Totally Accurate Battle Simulator

Totally Accurate Battle Simulator

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Unit possession - advanced course
By TheVaN
A guide for those who want to learn how to possession units really well.
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Preface
This guide will describe how to properly possession units, taking into account all the game mechanics.
Comments without filthy language, please.
The data descriptions are accurate for the version game v0.5.*
After completing this course, you will be able to correctly answer the questions, is it possible that(below youtube links!):
Hoplite defeated 20 Spear thrower?
Hoplite defeated Hwacha?
Hoplite defeated Bone mage?
Hoplite defeated King?
Spear thrower defeated Zeus?
Hoplite defeated Minotaur?
Hwacha defeated 100 Samurais?
Cho Ko Nu defeated 10 Hwacha?
Cheerleader defaeted 20 Squires?
Stoner defeated 20 Spear throwers
Monk defaeted 30 Samurais?
Theory
Fundamentals of game mechanics.
This section contains only the theory (albeit important), if you want to go directly to the practice - click on the appropriate entry in the navigation bar.
  1. Blocks
    What is impact block? The most obvious that comes to mind is block a sword blow with a shield. But it's not that simple.
    Different units have different parts, when hit on which the damage will not be. For example the minotaur's horns, the farmer forks, etc.
    I draw your attention to the fact that some units inflict “super-strong” attacks, which are almost impossible to block, because they just crush the opponent.
    Quite a few units have penetrative attacks: stoner, bone mage, mammoth, wilbarow (conditionally, since it does not cause damage), ballista (standard, pierces through most of the units), zeus (lightning passes through blocks and through their textures), fire archer, monk, ninja (conditionally, due to the speed of attack), dragon, hwacha (conditionally, depends on the number of hits), executioner, taekwondo, Vlad, wilbarou dragon, cavalry, samurai giant, sensei (conditionally, due to attack speed), three giant , ice giant, artemis (conditionally, due to speed attacks).
    By the way, the attack of the harvester is not penetrative, it was unexpected even for me.
  2. Attack acceleration (no cheerleaders!)
    Game mechanics allows you to turn on the berserker mode, causing attacks without interruption. How it works?
    It's simple - you need to do damage. More damage in one hit - will be able to inflict the next blow faster. It's hard to believe, but this ability is in all units, just not everyone can implement it normally.
    +
  3. Attacks
    It seems that everything is simple: press the left/right click => hit. But the mechanics strike a different.
    Each unit has delay before the attack. There is a certain timer of drawing blow which is considered from pressing of the button of hit to the actual realization of this hit by unit.
    In order to properly learn how to attack you just need to get used to a specific timer. But when it comes to opponents everything becomes more interesting.
    Opponents also present this timer. Of course it is always calculated perfectly, you can play on this knowledge.
    Knowing what the attack timer of the enemy unit can be their “sudden” maneuver easily evade attack.
    In the screenshot below, enemy squire began to strike at us. You see that? I'm not.. But he “pressed the left click” at this moment.
  4. Evasion
    Finally, you can know about evasion! This is the most important part of the manual.
    In most evasion you need to use not only the keys, but also the mouse.
    • Long-range attack Evasion
      It's simple, you need to guess the shot of the enemy and change the trajectory (if you stand still, you need to perform “the usual steps from side to side”).
      If the opponent is serious - used his ability to “serious steps from side to side.”
      Opponent a lot - will have to follow all the attacks. Too much to keep track of? Move in zigzags and hope for a miracle.
      You're probably doing something wrong if you can't keep track of all the attacks. If you build the right enemy “shooters”, then keep track of 20+ can be easy.
    • Melee evasion
      The simplest thing is the usual step aside. After all, we know at what point to do it from the theory of part 3.
      In most fights steps aside will not be enough, and the enemy will easily overtake us. So it's time to learn about the super-ability: “serious walking in a circle.” This is perhaps the most powerful skill in the game, learning that you can destroy entire armies alone. You just have to learn the right way around, no matter how stupid it sounds.
  5. Attack at a distance
    The mechanics of the attack of units with a ranged attack is that the shot is still there where should be the enemy (predict fire). It is very important to understand!
    The video is not a bug, but a feature:
Practice
It's time to start practical training (you've read the theory?).
Definitely need to comply with the terms of the battle. We then learn in the end, not just fighting to win.
Pay attention, using features/bugs of the maps is forbidden!
  1. Hits to nowhere: Squire vs Spear thrower
    • Difficulty:
      Easy.
    • Battle condition:
      Do not use the move keys to Dodge the first 5-10 spear throws.
    • What is the difficulty:
      The navigation keys are not used.
    • What we learn:
      Base timing for the strike. Not important beat we air or the opponent, it is necessary to feel the description of the theory from part 3 and 4.
  2. Easy waltz: Hoplite vs Squire
    • Difficulty:
      Medium.
    • Battle condition:
      Evade from 10-20 strikes.
    • What is the difficulty:
      It is necessary to evade. No blocks in this tutorial.
    • What we learn:
      Just going around in circles. Theory of part 3 and 4.
  3. Club sharper than a sword: Cluber vs Squire
    • Difficulty:
      Medium.
    • Battle condition:
      Win twice in a row.
    • What is the difficulty:
      You need to hit the enemy at least twice. And him on you one. Besides, you have a club in your hand and he has a sword.
    • What we learn:
      The usual step in the direction + timing to strike. Theory of part 3 and 4.
    • Hint:
      To start playing on the defense.
  4. Haying time: Harvester vs 15 Squares
    • Difficulty:
      Hard.
    • Battle condition:
      Win twice in a row.
    • What is the difficulty:
      You have to be careful berserker (wat?!)).
    • What we learn:
      Instant attack with no cooldown.
    • Hint:
      More damage => no cooldown.
  5. IDDQD: Hoplite vs Squire
    • Difficulty:
      Hard.
    • Battle condition:
      Block 5-10 strikes. At least 2 must be blocked by a weapon.
    • What is the difficulty:
      First blows of the bot seem chaotic, it seems impossible to block the blow inflicted with an unknown party, especially with a spear.
    • What we learn:
      Blocks described in the theory part 1.
    • Hint:
      You need to feel the timings and look at the position of the enemy's weapons.
  6. Drunk dancing: Protector vs 6 Spear throwers
    • Difficulty:
      Very hard.
    • Battle condition:
      Win twice in a row.
    • What is the difficulty:
      The shield not only that easy, and full of holes.
    • What we learn:
      Maneuvers, timing. Theory of part 3 and 4.
    • Hint:
      To line up enemies in a line (go sideways). Maneuvers before the victory. Don't hurry.
  7. Fluttering butterfly: Shogun vs 3 Hwaches
    • Difficulty:
      Easy.
    • Battle condition:
      Evade from three volleys (one volley = shot of three hwaches), then win.
    • What is the difficulty:
      All arrows do not fight off.
    • What we learn:
      Maneuvers, timing.
    • Hint:
      When striking at any distance, a jerk is made. But do not abuse it.
  8. Mortal dance: Cheerleader vs Squire(map required: medivial 1)
    • Difficulty:
      Easy.
    • Battle condition:
      Win. Do not just run away. No, you can’t start on the islets, the beginning is in the center, face to face.
    • What is the difficulty:
      You are unarmed.
    • What we learn:
      Maneuvers, timing.
    • Hint:
      Think of maneuvers, dodging, and playing rugby.
  9. Annoying music: Bard against 2 squares
    • Difficulty:
      Easy.
    • Battle condition:
      Win twice in a row.
    • What is the difficulty:
      Your lute is not very good.
    • What we learn:
      Maneuvers, timing.
    • Hint:
      If it is too easy to defeat against 2 squares, try against 3 squares.
Afterword
The company with the practical part of the guide:
Unit possession - advanced course

The practice section will be supplemented with new lessons.
Please report bugs in PM/comments.
Interesting campaigns (give your own in the comments!):
  • Fortnite battle royale
  • The teacher 1v1 you can't beat fight (try to pass without using the teacher's ability)
  • Hardest unit possession fights (it's mine campany)
  • World domination
  • The Rise of a Hero
  • The TABS Arena Challenge! (Unit Possession)
  • A Brawler's Journey (1 and 2 parts)
  • Joys of Jousting with JJ the Jouster
  • Unit possession: Ballooner
47 Comments
Tylertothekore Jul 29, 2023 @ 7:40am 
@K1ng yea me too and i agree it does look cool
Nico Apr 2, 2023 @ 3:03pm 
he spelled squres
s_sakoma Jan 20, 2022 @ 11:54pm 
"press f to poess"
pasilyo Dec 29, 2021 @ 8:49am 
didnt read any of this but it looks cool:steamthumbsup:
What? Nov 10, 2021 @ 7:08am 
ez clap lol the dog didnt stand a chance
What? Nov 10, 2021 @ 7:08am 
i killed 1 dog with a shotgun
the penis man Sep 26, 2021 @ 6:00am 
how do i possess
Crash Cloud May 14, 2021 @ 2:16pm 
i killed 40 clams with a sensei
Noot Noot Nov 22, 2020 @ 4:46pm 
I realize now the damage bonus for increased attack speed. I created a unit that has no dropping pike (pike does tons of damage) and used him to take out 30 samurais in 10 seconds.
Snappshot Nov 8, 2020 @ 2:11pm 
theres always a jester in the class one day the jester ticks the teacher off and it becomes a 1v1