The complete comprehensive guide to highgrounds multiplayer v3.0!

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    impronoucabl

    EDIT: AWESOME!!!!! This thread is stickied!

    CONTENTS

    ….A) Preface

    ……..i)Background

    ….B) Beginner

    ……..i)Basic strategy

    ……..ii)Army building – Production

    ……..iii)Factions/Packs

    ….C) Intermediate

    ……..i)Units

    ……..ii)Army building – Win Conditions

    ……..iii)Pacing

    ….D) Advanced

    ……..i)Advanced strategy

    ……..ii)Faction strategies

    ……..iii)Combos & Interactions

    ….E) Notes

    ……..i)Other guides

    ……..ii)Q & A

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    .
    Section A – Preface
    .

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    Hello, and welcome to my guide for Highgrounds. My name is Impronoucabl (geddit?), and this is, without a trace of doubt, the best guide available for anyone playing Highgrounds. You may of seen my previous guides, here:https://spryfox.com/forums/topic/generic-rush-deck-guide/ or here: https://spryfox.com/forums/topic/army-building-tips-ver-2-5/, but they’re more focused on single aspects of the game, rather than all elements, like this guide is. As a quick run-through the guide;
    This is Section A. If you have trouble figuring that out, then you should work on your English before continuing onto the rest of this guide (Kidding).
    Section B is for newbies who have not quite finished the campaign, and covers basic material, as well as many beginner tips.
    Section C is for players who have just started matches against other players, it consists of more advanced army building advice, as well as tips on how to evaluate units you are unfamiliar with.
    Section D contains advanced strategies to play mind games with your opponents, as well as a fairly comprehensive list of each competitive army.
    The last section is for any other information that didn’t quite fit in well in any of the other sections, as well as my responses to any questions you may post to this thread.

    Enjoy!

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    i) BACKGROUND

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    In this guide, I’ll be using a few complicated terms. In-game units are referred to in proper nouns.
    Here a few general definitions of terms I’ll be using, as well has some shorthand. (This is placed at the top for quick reference, you can skip this bit if you want)

    Army: Your “deck” or pool of units to choose from in-game.
    Attack power: the total amount of attack generated by an army. Not to be confused with Relative Attack Power.
    Battlefield: Both front & back rows
    C: Crystal, a unit of resource.
    Commander: A customized unit that each player has access to.
    Damage: The reduction of a city’s morale; or the relative attack power divided by 4 (ignoring remainders) + 1
    Disruption: A tactic used to cripple an armies economy, usually during the early-mid game stages. See note at end of Section C, ii)
    Early game*:Turns 1-4
    Frail: Units that are immediately knocked out wen wounded.
    G: Gold, a unit of resource
    HG: Highgrounds
    Knock out: To forcefully remove a unit from the battlefield. Usually occurs to wounded/ frail units.
    Late game*: Turns 8+
    Mid game*: Turns 5-7
    Production: Units that produce resources (I.e Crystal/Gold/Wood). These may include units that steal, tax, etc.
    RAP: See below.
    Relative attack power: The difference between you & your opponent’s attack power.
    Speed: How quickly an army intends to win a match.
    W: Wood, a unit of resource.
    Wound: 1. A state in which a unit is unable to use its abilities; or 2. An ability that inflicts this state onto opposing units(in the front row) from the front row.

    *Generalization here. Some games may have weird situations where this does not apply, but these numbers are a good rule of thumb. See Section C, iii)

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    .
    Section B – Beginner Tips
    .

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    i) BASIC STRATEGY

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    We’ll start with the core abilities

    X Attack – This unit will generate X attack.
    – This is your bread and butter skill. It is currently the only way to achieve victory, aside from forfeit. Damage will be dealt equal to the difference in attack generated by each army, divided by 4, plus one, rounded down.
    – So if you generated 9 attack, & your opponent generated 2, (9-2)/4 + 1 = 2.75, 2.75 rounds down to 2, so you’d do 2 damage to their city.

    X Wound – This unit will attempt to wound X units, starting from across, going down.
    – Wounded units cannot act. So if you wound a unit before its turn, it will not act, however, turns are asynchronously, & they can act while they’re being wounded. This is a very important skill, which will decide matches, especially in higher levels of play.
    – So if you have a wound 2 unit, & you opponent has 2 units with no defense (see below) then your unit & your opponent’s 1st unit will act. Both their units will be wounded by the end of turn.

    X Heal – This unit will remove wounds from X of your units starting from the top of the back row, going down, then the top of the front row and finishing at the bottom of the front row.
    – This is the reverse of wound, removing it from your units, rather than applying it to your enemies. It has a specific priority, from the top of the back row 1st, etc that you will need to familiarize yourself with. Having at least 1 healer is standard in most armies.

    X Defense – This unit will reduce the attack generated by the unit opposite it by X. This unit will stop X wound attempts from wounding this unit. The total damage reduced & wound attempts stopped can’t be greater than X.
    – Defense is a slightly more complicated ability, as it has 2 parts to it. The first part is damage reduction, where units opposite this one will have their attack reduced by up to X (Can be used as Pseudo-Honor {see below}). The second part is the wound prevention mechanic. These parts are independent of each other, & will trigger only when necessary. The X determines the maximum number of times either part can trigger.
    – So if you have a unit with 3 defense, your opponent has a unit with 7 attack, then they will generate 7-3=4 attack (or 2 damage). If they had a unit with 4 wound, then only your defense unit would be wounded, as 4-3 = 1, therefore 1 unit is wounded. If you had units below it, they’d be fine. If you opponent had a unit with 4 attack & 1 wound (in that order), then your unit would be wounded, & they’d generate 1 attack.

    X Crystal/Gold/Wood – This unit will generate X Crystal/Gold/Wood
    – This is another basic bread & butter skill. Units that produce resources will be the backbone of many different armies, & there will be a section devoted all about production later (see B)ii) ).

    As a beginner, these core abilities should be the first things you learn, & you must make sure you know them. Once you are familiar with those, there are a few more notable abilities you should know:

    X Honor – If there is an unwounded opponent opposite this unit, then it has X attack.
    X Rampage – Same as attack, except if there are no units opposite the attacking unit (on the front row) then it will generate twice as much attack.
    X Arrow – Same as wound, except it hits the back row instead of the front.
    X Drain – Same as Arrow, except if it hits Y unwounded units, then it will gain Y heal.
    Dormant – This unit is hired wounded.
    X Knockout – This unit will *remove* (from the battlefield) X wounded units, starting from across (On the front row), going down. It has no effect on un-wounded units.
    X Reap – Same as Knockout (see above), except for the back row.
    Frail – If this unit is wounded, it is knocked out immediately.
    X Bolt – This unit generates attack equal to X times the number of units your opponents have on the front row. *This will bypass defense*
    X Spearhead – This unit generates attack equal to X times the number of units o your back row.
    X Revenge – This unit generates X attack for each other wounded unit on your front row. If this unit is wounded during its action, it will not count towards that number.
    X Toxic – When this unit is wounded by another unit in the front row, it generates X attack. (Note, the wounder MUST be in the front row)
    Vanish – As part of this unit’s action, it will remove itself from the battlefield (any action, even the side without vanish, will trigger it).
    X Frenzy – This unit generates attack equal to the total damage you have taken.

    Renegade – This unit’s disband cost is 0.
    X Windfall – This unit’s disband cost is X.
    X Recruit – This unit allows you to draw an extra X units each turn, up to a maximum of 10.
    X Charity – Same as X Gold, except, if you have =< 7 hp remaining, you get an extra 4 gold.

    On that list, are the general interactions that aren’t faction specific. There are more complex & faction specific abilities, but these are the simplest to grasp imo. I’ll put the more advanced/specific abilities in Section D (Under Combos & Interactions). In the mean time, if you happen to stumble across other complicated abilities, feel free to read their descriptions.

    Time for some actual actual strategy!

    Ok, now this may seem like basic stuff/tips, but due to the sheer volume of newbies being trapped by bad AI patters, I’d rather spell it out, then just presume you know. In order of importance:

    – Play a resource producer on turn 1. No exceptions. If you ever get a chance to do anything else, PLAY YOUR PRODUCER instead. Rant over.

    – Keep rampage units at the bottom, & honor units closer to the top to maximize your damage output. (side note, keep honor units away from wounded units.)

    – Place your most important unit (multi-wounders usually) on the very top slot, to ensure they get a chance to act.

    – Juggle your units! Don’t leave them in the same spot unless specified above! Failure results in your opponents sniping away your most important units.

    – If you are using a defense unit for damage reduction, avoid placing it too low where it may be blocking nothing, & avoid placing it against wounded units, who generate no attack to block.

    If you’re new & in a rush, that’s all you’ll need to get started. You can always re-read this in its entirety if you’re interested in advancing more. I highly recommend that you at least read the next subsection ii) if you intend on making any new armies from scratch.

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    ii) ARMY CONSTRUCTION – PRODUCTION

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    What’s the thing ALL armies MUST have? Specialized production units. A “specialized production unit” is any unit that you are going to use exclusively for production. Obviously, some production units are better than others, good ones include Loom, John & Duig. Depending on your army size and speed, you should allocate between 1/4 to 1/3 of your army as production units. Faster armies will require fewer production units, & bigger armies will require more.

    (a common gold economy)

    In your opening draw, you will ALWAYS (this is rigged into the game) draw at least 1 unit you can play. That unit isn’t guaranteed to be a producer, so be careful when making your army. A common mistake I see many new players make, is neglecting their economy during turns 1 & 2. If you can not hire any units on turn 2 >30% of the time, then you need to revise the production in the army. All good armies will never miss a turn during the early game to hire something.

    (examples of wood production units)

    Very large, or hybrid armies will also require recruit to be used effectively. Because of this, large armies are more often that not unusable, I recommend you make your army as small as possible. If you must use a large army, then I recommend getting AT LEAST 4 recruit for army sizes 14-18, 5 for 19-22, 7 for 23-24, 8 for 25-26, 9 for 27-28 FOR EACH TURN. I also recommend you experiment around these numbers, as some armies will require specific units to be hired (needing more recruit), whereas other armies need to keep its options open (needing less recruit).

    (crystal production units, missing a few I don’t have :'{ )

    The final consideration in this step is to consider a jerk opponent who delights in nothing more than disruption. These strategies are generally not beneficial for either player (details later), but will set you back further than your opponent if you’re completely unprepared for it.

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    iii) FACTIONS/PACKS

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    As you progress in the game, you will inevitably want to purchase packs with your gems, or specialize into 1 faction. But which one is best for you? Read on & you’ll find out.

    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    GOLD
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

    The default faction, gold is a flexible faction, capable of hybridizing & front row wounding well. However, as said in the FAQ, it is a “jack of all trades, master of none” faction, leading to sub-optimal specialized armies. It does however, have the most interesting production units, like Pency, & Flip, as well as the best mid-game units. Gold has a very front-row-centric game-play; you often try to take advantage of your opponent’s units, with abilities like honor, rampage & knockout. Gold rushes do exist, although slightly slower than Forest rushes, they make up by hitting & wounding harder.

    Producers:

    Finishers:

    Lords:

    Summing up GOLD

    – Most cost & space efficient mid-game units.
    – Average costing healers
    – Strong mid-game economy
    – Easiest to hybridize with.

    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    FOREST
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

    Forest is the faction of extremes. On one hand, you have the most cost efficient early game units, on the other you have the most space efficient late game units. This leads to two distinct types of forest armies, those that rush, and those that do not. The rushes of Forest tend to be reliable and disruptive, though very weak in the end-game. Other forest armies try to snowball their production to produce their behemoths, making a (near) unstoppable force.

    Producers:

    Finishers:

    Lords:

    Summing up FOREST

    – Most cost efficient early-game units.
    – Most space efficient late-game units.
    – Most cost efficient healers
    – Strong, but risky early-game economy;
    – Average to hybridize with.

    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    CRYSTAL
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    If Forest is the faction of extremes, then Crystal is the faction of balance. Having the most cost efficient late-game units, and space efficient early-game units, it has a slow, but safe economy. Due to this, there are no competitive crystal rushes at the moment, although there may be some in the future. Crystal game-play tends to play itself out; aside from a few re-arrangements, they will naturally get stronger as your opponents does so too, with bolt, & duo abilities. Crystal’s late-game may not be as overpowering as Forest’s but it’s full of nifty tricks, like GolemShield & drain.

    Producers:

    Finishers:

    Lords:

    Summing up CRYSTAL

    – Most cost efficient late-game units.
    – Most space efficient early-game units.
    – Least efficient healers. (Makes up with drain).
    – Strong late-game economy.
    – Hardest to hybridize with.

    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    FACTION PACKS
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    Faction packs are the packs you wanna get if you choose to specialize into 1 faction. They contain 14 units from the chosen faction, with:
    7 commons
    4 uncommons
    3 rares with a chance of a ultra rare (replacing a rare) instead.
    You cannot get hybrid units from faction packs.

    For crafting purposes, that’s 467 commons assuming no ultra rare, 2071 with an ultra rare. Do keep in mind that commons cannot be directly crafted into rares, etc.

    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    CORE PACKS
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    Core packs are the generic packs that may contain any unit (of specified rarity). They contain:
    4 commons
    3 uncommons
    2 rares
    1 ultra rare with a chance of a legendary instead.

    For crafting purposes, that’s 3784 commons, assuming no legendary, 36616 commons with a legendary. A quick reminder in case you already forgot, units cannot be crafted into rarities you already have a full set of, I.e If you have all the uncommons, you can not craft commons into uncommons.

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    COMMANDER PACKS
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    Commander packs are for older player who have returned to highgrounds. You may get any unit released from the commander update (v1.4) onwards. In it you will find:
    4 commons
    3 uncommons
    2 rares
    1 ultra rare with a chance of legendary instead.

    It has the same statistics as a core pack, except it draws from a smaller pool of units.

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    .
    Section C – Intermediate
    .

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    i) UNITS

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    For a complete visual list of all units, as well as their abilities, etc, go to this website: http://ccgmatrix.com/highgrounds

    Units have to be evaluated in how efficient they can be for our armies. For the most part, units are efficient in 1 of two ways, either in cost, or in space. As the game progresses, space efficiency is favored over cost efficiency, as during early-game you will have plenty of empty spaces, but very limited resources. Late-game, you should (hopefully) have plenty of resources, but very little extra space.

    Cost efficiency is calculated pretty easily. To find out how cost efficient a unit is at an ability (such as attack), simply divide the ability No. by the cost of the unit.
    E.g 1
    Ramm costs 2G and has 3 attack. 3/2=1.5
    Harum costs 1G and has 1 attack. 1/1=1
    Therefore, Ramm is more cost efficient than Harum.
    E.g 2
    Payne costs 5G and has 2 wound. 2/5 = 0.4
    Spike costs 15G and has 4 wound. 4/15 ~ 0.27
    Therefore, Payne is more cost efficient than Spike.

    Space efficiency is calculated by simply comparing 1 unit to another, ignoring the cost, to see which one does better, From E.g 1, Ramm is better, as he has 3 attack, vs 1 attack from Harum.

    For composite units, with different abilities, here are a few quick generalizations:
    1 wound equals 2-3 attack
    1 defense equals 1-2 attack
    2 recruit equals 1 gold/wood/crystal

    For more detail about commanders, (as a unit), Xyn made this guide:
    https://spryfox.com/forums/topic/how-to-build-a-commander/

    & this is another helpful link:
    https://spryfox.com/forums/topic/commander-leveling-details/

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    ii) ARMY CONSTRUCTION – WIN CONDITION

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    Every army has some way of wining the game. There are 3 common ways to do this:

    A.Overpower
    This is the simplest way to win, all you have to do is generate so much attack power, your opponent can not match, nor beat it. This strategy relies on strong late game units, and usually a strong economy to support it.


    (A typical example using knights)

    Pros
    – once set up, they can be unstoppable
    – easy to use
    Cons
    – susceptible to disruption.
    – no back-up plan, if your opponent has a stronger late-game, then you’re screwed.

    B.Rush
    Another common way to win, you cut back on your late game economy & units to generate higher RAP during early skirmishes. By this process you will eventually net enough damage to win.
    Pros
    – Quick & fast
    – resistant to disruption.
    Cons
    – lacks a late-game, win fast or lose.
    – linear game-play, not much variety outside of army construction.

    C.Disable
    An advanced tactic to win. You wound/knock out your opponents units so that they only generate very little(if at all) Attack power, allowing your units to overpower their army.

    (Debut of my spike & blight army)

    (As a bonus tip, once you have established a significant lead, try beating your opponent within 2 turns. Unless you’ve knocked out/reaped a significant portion of your opponent’s army, you run the risk of losing your lead.)

    Pros
    – able to overwhelm “overpower” type armies.
    – has nice interaction with opponent, very few “boring” games
    Cons
    – does require a fair amount of skill to use
    – see disruption section for details

    Each of these win conditions have multiple was of implementation with different unit pools, leading to armies that play similarly , but with different units. Experiment to find out which play-style suits you best.

    * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

    Note on Disruption

    The purpose of disruption, is never to win a game. It is there to punish greedy players who take large risks, and nothing more. Unlike “Disable” (the win condition), disruption targets the opposing player’s economy, instead of the opposing player’s win condition. Use of disruption in a can even put you at a disadvantage if either they play safe, or if they get lucky. Use it at your own risk.

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    iii) PACING

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    Each strategy has its own different pacing. Pacing is similar to speed, but they are different concepts. What is pacing, exactly?

    Pacing is the ability of an army to establish dominance in the battlefield, or to get out all the units required in a combo (I.e Matriarch). It is how quickly an army reaches the point it can no longer generate/deny any additional attack power by getting more, or different units out. It is how fast the army reaches its lategame*

    Pacing is determined by army size and an average of costs. It will determine how fast an army “runs out of steam”. Rush armies will have very fast pacing, whereas overpowering, or disabling armies will have a much considerably slower pace.

    When testing a new army, make sure sure it is paced the way you want it to. Sometimes it is ok to have pacing *slightly* faster, or slower than what you want, so experiment with what you have.

    Breakdown of pacing speeds.

    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – — – — –

    EARLY-GAME

    Max Attack Power: <20 (B); ~30 (A)
    When: Turn <4

    If your army is paced fast enough to rush a win during early-game, then either:
    A) Your army is blatantly OP; or
    B) Your army is blatantly UP
    In 99.99% of cases it is the latter.

    If you are always getting this sort of pacing, consider adding more space efficient units.

    EARLY MID-GAME

    Max Attack Power: ~25-30
    When: Turn 4-5

    The fastest of rushes belong to this category. These kinds of armies are of pure rush power, & as said before, win fast and/or lose quick. Foxes are a good example. Another is a generic desperate times army.

    MID-GAME

    Max Attack Power: ~30-40
    When: Turn 5-6

    These armies are usually rush “counters”. They should fairly easily beat any rush army faster than them, but will have trouble rushing against slower paced armies. Examples are knight rushes and Dogs. A few have minor disruption.

    LATE MID-GAME

    Max Attack Power: ~40-60
    When: Turn 6-7

    Armies of this pacing are disabling or overpowering armies. If it takes this many turns for your rush army to reach its max, you should consider starting again from scratch. It is not rushing. Also, you should note the max attack power of these armies, they range from just barely beating the Mid-game armies (disabling), to blowing them out of the water (overpowering). This is probably the most common pace among armies (E.g Arthurs, Golems etc)

    LATE-GAME

    Max Attack Power: +50 (highest I’ve seen was ~140, highest possible is ~223), or complete board dominance (I.e your units are always wounded/knocked out)
    When: Turn 8+

    Armies of this pace are pretty much unstoppable except against other armies of this pace. However, due to the very long setup time, they are vulnerable to rushes. Another possible weaknesses is from targeted disables at key combo units. Examples include (Burnout Revenge, or some crazy hybrid build [my personal favorite is Spike & Blight])

    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – — – — –


    (ok, I’ll admit they were working together to get that damage. But still, 41 damage….)[Image credit goes to: UltraJoe & Psilanthropist]

    When comparing the “Max Attack Power” of your army & this guide’s, do not panic if yours is lower than suggested. Those numbers are generalizations, where some armies may have far better board control than others, but lack in attack power. If you have followed the previous parts of the guide you should be fine. If you haven’t, then do so.

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    .
    Section D – Advanced
    .

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    i) ADVANCED STRATEGY

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    Ok, time for in-depth strategy! Like most strategy games, there are two major components to advanced strategy, macro (the big picture) & micro (the small details) In highgrounds, the micro is the art of psychological warfare. This is how the top tier games are decided with otherwise equal armies; each player will act with their own different mindset, & you must adapt to counter that. Here are a few examples:

    ===========================================================================================================================================================================================================================
    The Crazy Guy
    ===========================================================================================================================================================================================================================
    This player doesn’t care about strategy at all, & randomly places all his/her units along the battle field (Kinda like the A.I atm). While they may be the most unpredictable of opponents, basic strategy should be more than enough to beat them.

    ===========================================================================================================================================================================================================================
    The Newbie
    ===========================================================================================================================================================================================================================
    These players are generally having their first few games, & will mostly leave all their units wherever they started on. They usually either always disband any wounded units immediately, or never do, waiting for the heal.

    ===========================================================================================================================================================================================================================
    The Casual
    ===========================================================================================================================================================================================================================
    This player has now had some experience with Highgrounds, & will act according to the last seen positions of your units. They are rather predictable if you know what is in their army, & you merely need to think a step ahead of what they’re doing.

    ===========================================================================================================================================================================================================================
    The Numbercruncher
    ===========================================================================================================================================================================================================================
    More astute players will try a more probability based approach, ignoring their opponent.They will consider what is on the field, & the most advantageous positions they can take, then take the safest counter to all of them. Of course, there is no such thing as a perfect counter, so if you take a risk & manage to predict their “safest” arrangement, you should be able to create havoc with them.

    ===========================================================================================================================================================================================================================
    The Veteran
    ===========================================================================================================================================================================================================================
    These players will look at all the above views & consider the most likely one based on the previous actions their opponents have done. They switch between mindsets to counter how you play against them, but if you can adapt, then you’ll be on an even playing field. They will actively guess your next move, & keep you on your toes.

    ===========================================================================================================================================================================================================================
    The Master
    ===========================================================================================================================================================================================================================
    Similarly to the veteran, the master will consider each of the above views, but the thing that splits the masters & the veterans is that masters will also consider units that you may of possibly drawn, preparing for surprises before you’ve surprised them. The easiest way to counter these players is to use a completely unfamiliar army, where the units you may be using are less predictable.

    Micro strategy is most useful around the endgame unit positioning, although it is used at all stages.

    Macro on the other hand, is far more focused on the early game choices. It looks for the best possible choice, for a turn that brings in most merit. E.g “Which is a better turn 1, Pitt or Rucke?” Generally,

    1. A start with a producer is better than any start without.
    2. RECRUIT becomes more efficient with more units out on the battlefield; It follows that recruit efficiency INCREASES as more turns go on.
    3. PRODUCTION units are most efficient earlier in the game; Their efficiency DECREASES as more turns go on.
    4. DAMAGE to an enemy’s city retains a fairly constant merit, the only exception is when facing charity or greed units.
    5. Disruption is most effective when started earlier. Once started, it retains the same merit, until the opponent is able to deal with it.

    —————————————————————————————————————————————————————————————————————————

    ii) FACTION STRATEGIES

    —————————————————————————————————————————————————————————————————————————

    This is a list of armies I know of. This means that there are many other homebrew armies out there, & these are the most common/ unique

    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    GOLD
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

    Competitive:

    Gold Rush!
    – My personal army :P Has a nasty gamble surprise (well, not any more) to look out for.

    Barbarian Rush
    – Fairly standard rush, by watch out for sudden Draigas, they’ll kill you a turn early.

    Arthur Rush
    – A timing based army, borderline between rush overpower. As a rush, it is very slow, but incredibly strong. As an overpower army, it is fairly weak (unless they have 2 Arthurs), but very fast. Main weakness is its crippling vulnerability to disruption.

    Knights
    – A safer alternative to the Arthur rush, now it becomes vulnerable to other rushes, in exchange for secure production.

    Barbarian Crushers
    – Legendaries Galore! I’m kidding, but there’s a fair amount of Ultra-rares required, & it is a very abusive army. I recommend rushing them, or disrupting them.

    Mountain OHKO
    – OHKO stands for One Hit Knock-Out. Predict when it comes & make sure you don’t ever give it a chance to siege against you.

    Viable:

    Gamblers!
    – A very fun army of just Stucky(s), Flips & Covars. Countered by having more than 5 units at the front.

    Spike/Barriston
    – Spike is just not worth his cost. Even with synergy with knockout/flourish, these armies simply can’t maintain their hold on you for the 3+ turns it takes for them to slowly kill you. Barriston is a nice trick, but ultimately doesn’t win you the game for the same reasons as Spike.

    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    FOREST
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

    Competitive:

    Matriarch rush
    – One of the most punishing rushes in the game. If you do not have any early presence, GG. Multi-wound is a great counter.

    Dogs
    – Dogs by themselves aren’t so dangerous. Throw in a royal dragon & it all becomes so much stronger. Multi-wound helps.

    Grove Revenge
    – Personal favorite of Xyn, not to be underestimated.

    Matriarch
    – Has shaky opening draws, & medicore early-mid game. Late-game is a powerhouse though. Don’t let it reach that point.

    Spearhead
    – Can be a rush, or counter rush, depending on draws. I recommend rampage units to counter.

    Viable:

    Foxes
    – Once upon a time, they were OP. Now they are not.

    Marsh March
    – A great army, but only if you’re winning. If you fall behind, you stay behind.

    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    CRYSTAL
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

    Competitive:

    Burnout Revenge
    – Another monster army. This one quietly sits back taking hits, until OMG 87 attack. Like with the mountain OHKO, predict when this comes & prepare for it.

    Wizards
    – This army wins with magic. And Jimeins if magic isn’t enough. If you’re *really* lucky maybe even a Taro. Spearhead thoroughly counters it though.

    Skeletons
    – The bane of every disable army. With Ashara’s defense buff, as well as skeleton’s natural toughness, this army is rock solid. However, if you manage to pass the drakes, then you should be able to over power this army fairly easily.

    Golems
    – While almost as tough as skeletons, all that is needed, is a well placed arrow kill Gaeis. Golems are slow, but also very strong. Do not drag the battle on.

    Rainer
    – This is the closest crystal has to a rush, but it should not be played as one. Wound Rainer & the Duo abilities will stop. Otherwise, it still has strong disruption.

    Viable:

    Spirit rush
    – So, before the foxes…

    Vampires
    – It’s been tried.
    https://spryfox.com/forums/topic/deck-build-bloodlust-feedback-welcome/

    Minion rush
    – This army is so strong, it even has an app named after it.

    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    HYBRID
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

    Competitive:

    Some homebrews, usually involving Brodie. Possible case of developer favoritism. *Glares at Scott*

    Viable:

    Wizard rush
    – Another tempo army like the Arthur rush. Except weaker.

    Desperate times
    – If you have no economy, you are destined to lose.

    —————————————————————————————————————————————————————————————————————————

    iii) COMBOS & INTERACTIONS

    —————————————————————————————————————————————————————————————————————————

    Combos

    These are some generic combos to help you get your creative juices flowing.

    1. Bolt + Rampage
    2. Attack Squire + Gamble
    3. Burnout + Revenge
    4. Attack/Honor + Fireball
    5. Heal + Guardian (+ Charity)
    6. Arrow + Reap
    7. Guardian + Frenzy
    8. Rainer + Duo Rainer

    Interactions

    This part of the guide is mostly for weird interactions & will probably need a lot of updating as updates go by. WARNING: Wall of text incoming.

    The order for actions is:

    1. Back row buffs
    2. Front row buffs
    3. Front row actions
    4. Siege/Guardian
    5. Back row actions

    Each action is taken asynchronously by up to 2 units and the order of abilities matters. Actions start from top to bottom. Multipliers are applied after defense damage reduction. Abilities are actions unless specified otherwise. “Common” abilities with quirks:

    X Attack Squire – Back Buff – This ability boosts the attack or honor/rampage/gamble of the unit in front of it by X. This bonus is doubled if the unit being boosted is a knight. This bonus is applied to attack if available, then to honor/rampage/gamble, it will not double buff.
    X Burnout – This unit will be wounded if it generates X or more attack. This attack is measured after defense damage reduction is calculated.
    X ____Pack – This unit generates X attack for each ____ adjacent to it (including itself). Adjacent “____” units that are knocked out before this unit acts are also included. Dogpack will also trigger with soldiers, Foxpack with thieves, wolfpack with hunters. This is not a multiplier.
    X Fireball – This unit will attempt to wound X units across from it. It is a horizontal ability, & will not go “down” as many other wounding abilities do.
    X Flare – Same as X Fireball, except it will fire in both directions, wounding your own units. You do not have to have a unit behind it for it to work.
    X Flourish – Same as X Attack, except if the unit opposite this one is wounded at the beginning of this action, it will generate an additional 4 attack. This is not a multiplier.
    X Gamble – Same as attack, except if there are exactly the same number of units on the front row for both players when this unit takes its action, then it will generate 4 times as much attack. This bonus is applied after defense.
    X Guardian – Siege/Guardian – After front row actions, if you would take more than one damage, then this unit is wounded & you take X less damage. Guardian does nothing if you only take 1 damage. Guardian will trigger from the top of the back, going down, then the top of the front, going down, until all damage is reduced to 1.
    X Paladin – Front Buff – Similar to heal, except it priorities the front row first, then back row. It also triggers during the buff phase, & not during an action.
    X Protect – Back Buff – This ability boosts the defense of the unit in front of it by X. Protect will only work if that unit already has defense.
    X Siege – Siege/Guardian – After front row actions, if your commander is on the battlefield (front or back row), if you would do 1 or more damage, you do an additional X damage. If your commander is present at the start, but not at the end of the fight, siege will not trigger. Siege will trigger even if the commander is wounded.
    X Transform – This unit will replace itself with the next unit in your army with a cost of X or less. The unit this unit transforms into will not take its action, unless the transform was in the front row, & it has either siege or guardian.
    X Zealot – Same as spearhead, except it only counts the wizards on your back row, & it bypasses defense.

    X Greed – Same as X gold, except if you have < 8 health, then you will lose 4 gold. It is not possible to have negative gold, but it is possible to lose gold income from other sources.
    X Steal – This unit will generate the same resources as the next X units (on the back row) opposite it. Additionally, it will prevent them from generating resources. Recruit is unaffected. Greed/Charity will have their base values stolen, no modifiers will be applied. Stealing from a Tax unit yields 0 gold. Duo abilities are immune to steal.
    X Tax – This unit will generate X gold for each unit on the opponents back row.


    (image credit goes to cuddlebeam)

    Rare abilities:

    Duo Randal – This unit gains wound 2 if Randal is unwounded on the battlefield.
    Duo Tydus/ Duo Rainer(Ryun) – This unit produces 4 gold/crystal if Tydus/Rainer is on the battlefield.
    Duo Rainer(Raeus)/ Duo Raeus – This unit produces an additional 3 attack if Rainer/ Raeus is unwounded, & on the battlefield.
    X Blood Rage – Back Buff – Removes up to X (friendly) units below this one. For each one, all your units get +1 to their Attack, or Honor/Rampage/Gamble if they have no “Attack”. If the sacrificed unit shares a unit type with the Blood Rage unit, this bonus is doubled.
    X Barbarian Berserk/ X Knight King/ Fighter King – Back Buff – This unit will increase the attack or honor/rampage(/gamble?) of all barbarian/knight/fighter units, similarly to Attack Squire, but no knight bonus.
    X Skeleton King – Back Buff – This unit will increase the attack or honor/rampage(/gamble?), & defense by X. Each part of this ability only works if the skeleton has defense or attack/honor/rampage(/gamble?)
    Stone Wall – Back Buff – This unit increases the defense of all mountain units by 2. This only works if the mountain unit has defense.
    X Golem Surge/ X Spirit Lord/ X Dragon Queen – This unit generates X attack for each Golem/Spirit/Dragon on your front row. This bypasses defense.
    X Barbarian King – This generates X attack for each Barbarian on your front row. This does NOT bypass defense.
    X Totemfarm/ X Tribal dues – This unit generates X crystal/gold for each totem/troll on your front/back row.
    X Tribal Hex – This unit has Toxic Y, where Y is equal to 5 times the number of trolls on your front row.
    Smoke Bomb/ Golem Shield – Back buff – This turn, assassins/golems are immune to wound. Wound attempts will not be successful, but will count as a successful wound when determining multi-wound situations.
    X Deathbolt – This unit generates attack equal to the square of the number of wounded units on your front row.

    X FarmerKing/ X taskmaster – Front Buff – increases resource production of all farmers/harvesters by X. If a farmer/harvester has 2 production abilities, both will be buffed.
    X Matriarch – Back Buff – Removes up to X (friendly) units below this one. For each one, it will be replaced by another unit that shares a unit type the original unit, with a greater cost from your army, up to a maximum of 15 + cost of original unit. It will take its action this turn.

    —————————————————————————————————————————————————————————————————————————

    .
    Section E – Other notes
    .

    —————————————————————————————————————————————————————————————————————————

    i) OTHER HELPFUL GUIDES

    —————————————————————————————————————————————————————————————————————————

    For a shorter (mostly relevant, but out of date) guide, Raijinli has:
    https://spryfox.com/forums/topic/need-to-know-tips-for-new-players/

    For more help on commanders, Xyn made this guide:
    https://spryfox.com/forums/topic/how-to-build-a-commander/

    For Version 2.5 of this guide (focused on army building):
    https://spryfox.com/forums/topic/army-building-tips-ver-2-5/
    Version 2.0 is linked in version 2.5 on the first line. It is exactly the same as v2.5 except for about 5 lines.

    Version 1 (focused on rushing):
    https://spryfox.com/forums/topic/generic-rush-deck-guide/

    Note to self: Need to confirm dragon queen bypasses defense.

    —————————————————————————————————————————————————————————————————————————

    ii) Q & A

    —————————————————————————————————————————————————————————————————————————
    Feel free to post any questions you may have, I’ll usually respond within a day. I’ll probably put all my replies (questions included) in the one reply post after this one.

    That’s it for now, If you happen to have any good screenshots feel free to give me the link, & I’ll see if I can use it in the guide.

    Gl;Hf!

    • This topic was modified 5 years, 5 months ago by  impronoucabl.
    • This topic was modified 5 years, 4 months ago by  impronoucabl. Reason: Added bonus tip
    • This topic was modified 5 years, 3 months ago by  impronoucabl.
    • This topic was modified 5 years, 3 months ago by  impronoucabl. Reason: Added macro & micro
    #19572

    impronoucabl

    This spot is reserved for replies.

    #19589

    Xyn

    Finally had a chance to read over all of it. Nice guide Impronoucabl. It’s a bit of a long read, but I’m sure it will be invaluable for some newer players willing to put in the time.

    There were one or two things that maybe could have used some further clarifying or touching up in the guide. I’ll go back over it later if I get the chance and post what I find.

    Excellent job, as always.

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