Art of War: Red Tides

Art of War: Red Tides

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Full in depth guide for beta
By Assenssion
this guide goes over everything you'll encounter in this game.
   
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ill fix the guide later as i am new to this
First full in-depth guide for beginers (didn't find anything on google)
Pleease be considerate of this guide as i am Dyslexic and spelling is hard for me as Steam does not have spell check, if you post my typos in the comments ill fix asap.

This is my first guide of any game ever.If anyone has anything to add or change please let me know.

I HAVE ONLY DONE 3V3 so most of this may not apply to solo ill update the guide when I get around to it.

This is my (first) draft made on 2017-01-14. Current meta is:
Grenadiers(both variations)/Asterion
Arhats/skycrab(all 3 variations)/Azure Dragon (both variations)
Bee/Bone Dragon/Bow Cat (both variations)/Chen Master/Amythest Spider
I realize these are not the only troops people use BUT in my 200+ game these are the most used by far
AND just so I'm later in the guide when i say a unit has a high (insert any stat here) i mean for the tier of unit not compared to all units.

T! units are any unit that costs 250 or less. Don't under-estimate these some are great even up to wave 20 in most games
T2 cost units are any that is 250- 800 or under (that have no inital use fee)
T3 untits are any that are 1000-1200 (these will have an additional one time fee for the first purchase)
T4 units cost is 1200-2500
T5 units cost is 3500-3600 I call these Uber units. These units ARE NOT the best units in the game and are rarely used each fills it's own niche and shouldn't be spammed

There is a, what i call, sub catagorie:
S1: Cheap 600 unit that is designed fir anti-air early game.
S2: More expensive anti air uniy.
These units are only used against air targets they cant attack ground ones.

Abreiviations:
♥♥♥=Ground to air. Units that are on the ground that attack ONLY units in the air. (i put ♥♥♥♥♥♥♥ here but that is sensored for some reason).
A2A=Air units that ONLY attack air units.
G2AG=Ground units that attack BOTH air and ground units.
A2AG=Air units that attack BOTH air nad ground units.
AOE(X)= Area if effect. Units that attack multiple units with one shot in a small area.
MS(x)= Unit that attack multiple enemies regardless of proximity to each other. These units ussualy have lower damage. X is the number of max targets. If there is no number there us no max.

In this guide ill go through what each unit/ability does and how to counter them. This guide will NOT tell you which units to use and which to not. There are multiple strategies for each faction and certain builds are good for countering other certian builds. I am only 70 hours int othis game so far and only about 30-40 of those were ranked so there are things in this guide that may need corrections fell free to correct me, but if it your OPINION that something is better i may not add it to this guide.

1. Each factions strengths and weaknesses
2. How to start each fight
3. troops (how to use and counter). Though some ill jsut but "generic unit" simply because they are jsut that a simple unit that doesn't really need a guide. (Or ill update at a later date).
4. skills (how to use and i can explain them a little better than the tool tips)
5. which troops (in my opinion) work well together and try to explain why some troop combinations are/ might be redundant
6. How to counter most strategies

1. Terans were (until about 2017-01-10) the most used faction could pretty much counter anything but heavily relies on actives which are a one-hit wonder (which can only be used once per fight nad have to be clicked to use, if you use these actives at the wrong time you will lose your advantage and the trooops are not that srong without their actives). The commander abilities of this class again are mostly one hit wonders realying direct damage.
ATLAC are the current meta with the longest range of any faction again realying on an active but not as heavily and all troops are realiable without said actives. This factions specializes in sheilds as well. The commander skills are a mix of utility and direct damage.
YAOGUAI have the best anti-ground units of all the factions but only have one "uber" (as in high cost high power) troop that is really easy to counter (Taods and bears are not really that usefull im prety sure toads are bugged at the moment nad bears die too fast). The Yaoguai's skills have the most utility realying on summoning/stealting/buffing units rather than direct damage.

2. There are THREE (it's really important to memorize these) things you need to look at before starting in a ranked fight and TWO before a regular.
ONE In ranked before the match begins one person (chosen at random) from each team will choose either to block one skill or no skills for a total of two blocked skills. Then one other person from each team will each choose one unit to block again for a total of two. You will need to choose one "deck" from up to six you can make, so it is best to have six different strategies to choose from because if you really on one unti or skill to win each fight and it gets blocked you will lose that match for you and your team. This is also a good time to try and guess which strategy that team may or may not be trying (please refer to 5. which troops (in my opinion) work well together and try to explain why some troop combinations are/ might be redundant). Ignore this is random matches as there is no troop or skill banning.
TWO The second thing to do AND YOU HAVE TO DO THIS FAST is look and see which factions your opponents are you may only have seconds to dothis because it ONLY shows you this during the laoding screen jsut before the match starts.
THREE If you are paired AGAINST an Atlac you should make a detector unit as most Atlac will send out stealthed unis. If they send out sheild slaves you will lose this match so it is a gamble. If you are paired with people whom you can comunicate with ask one of them to send out a scout for you, becuase in my opinion atlac has one of the strongest starts. By the third and final persons turn someone had better have at least one decetor unit out.
LASTLY YOU SHOULD START FIGURING OUT HOW TO COUNTER YOUR OPPONENT (this is the reason ive quite for now). There are too many people who will, for example, just keep sending out wolves even though their opponent has flamethrowers PLEASE PLEASE don't do this to your team mates. Switch to another unit!

3. Troops
TERRAN:
RIFLEMAN: G2G. Generic starter unit hits both air and ground making it exelent for first waves when you dont know which type of unit your opponent is sending out. Don't make more than 15. Basic unit counter with any other starter (at this point there is not much strategy)
SNIPER: G2AG. AMAZING first wave unit long range decent damge and can hit both air and land for a really low cost and the lowest hp unit in the game. Can be countered with Storm trooper or any low-mid cost unit as those will have too much hp for the snipers to deal with and will one shot each sniper.
STORMTROOPER: G2G MS2. Mid health/damage/range. I don't own these units so as far as I know the best use for them is to counter snipers. They are fairly easily countered by most units (please post any info you wish to share on these).
CROSSBOWMAN: G2G.Generic unit. All hits apply a slow affect for 4.5 seconds each (i have no idea how effective this slow effect is hope the devs give more information soon)
AP CROSSBOWMAN: G2G Same as crossbowman but with a armor pierce instaed of a slow (im asuming it ignores armor though i have no proof).
GRENADE LAUNCHER: G2G AOE3. Use to destroy groups of T1 mobs. Use T2+ mobs to counter.
MEDIC: G2AG. Simple T1 healer. CAN ONLY heal biological units and heals one unit at a time. Does no damage so clear the mobs she is healing asap to stop her from having time to heal them.
MEDIVAC: A2AG MS2or3. Heals two to three biological units at a time (lol devs please fix your tool tips). These units fly so youll need s1 units to kill these. Ground units that can attack air ussually will ignore the healers behind the target making these impractical because the healers