BECOME SOMETHING GREATER TO CREATE SOMETHING GREATER "A different kind of power lies in the shadows. One that utilizes stealth, ambush and curses to cripple an oncoming army. Moonshadow generals will get achieve victory by focusing assassinations and well placed ranged attacks on high point units. They can also evade and ignore various ranged and … Continue reading Understanding the Faction: MOONSHADOW
Evade
A tale of three Jolts…
All spells and abilities are not equal. Even when they are equal. JOLT (3 mana): 1 damage to an enemy within a range of 3 spaces. Jolt is a very simple, cheap damage spell that has an above average range. It always costs 3 mana, it always does 1 damage, and it always has a range of … Continue reading A tale of three Jolts…
Moonshadow Unit Breakdown part 2
Breaking down 3 more of the Moonshadow Units! (Mishnari Bladethrower/Vukazi General/Winjaru Villagestalker) (Check out Moonshadow pt. 1 here!) MISHNARI BLADETHROWER: Mishnari Bladethrower (MOONSHADOW) 5 Gold/VP The Mishnari Bladethrower is a really good unit, and is sneakily one of the best ranged units in the game. 4 Rank is elite, and it allows the MB to … Continue reading Moonshadow Unit Breakdown part 2
Baazaria Unit Breakdown part 1
Breaking down 3 of the Baazaria units! (Bloodreaver Wraith/Zombie Goliath/Nightfall Geist) BLOODREAVER WRAITH: Bloodreaver Wraith (BAAZARIA) (6 Gold/VP) The Bloodreaver Wraith is an extremely important unit to Baazaria because it is one of the only units equipped to score big points through melee attacks. With a lethal combination of 3 movement (and Flying!), 3 rank, … Continue reading Baazaria Unit Breakdown part 1
Doom Sand Unit Breakdown part 1
Breaking down 3 of the Doom Sand units! (Sirocco Conjuror/Doom Sand Archer/Firesky Wyvern) SIROCCO CONJUROR: Sirocco Conjuror (DOOM SAND) (4 Gold/VP) One of my personal favorite illustrations in the game, the Sirocco Conjuror is one of several Doom Sand units that is capable of hitting multiple units at once by way of Sandstorm. On the … Continue reading Doom Sand Unit Breakdown part 1
SPELLS!! SPELLS!! SPELLS!!
Examining how mana use in Graviterrus translates to in game spells. On Instagram, we are diving into the lore behind mana in Graviterrus, looking at where it comes from and what sort of powers can be extracted from it. Mana is the driving force and energy source that all factions use to produce spells. Check … Continue reading SPELLS!! SPELLS!! SPELLS!!
HOW TO STOP…. GRAND BAKUNAWA!!
We take on yet another one of the most powerful units in the game in Ihalaban's best. In our last post in this series, I all but proclaimed the Monarch Coatl to be the best overall unit in the game in discussing how to slow it down. There is, however, a small part of me … Continue reading HOW TO STOP…. GRAND BAKUNAWA!!
How to stop… MONARCH COATL!!
Arguably the very best unit in the game in any format, the Monarch Coatl is a very challenging foe. The Monarch Coatl has so many ways it can take over a battle. We've covered stopping the Deathstorm Lich and the Sunfire Angel, but this week's monster is an entirely different level of threat. Widely regarded … Continue reading How to stop… MONARCH COATL!!
Expanding the Basics-Damage Types
Understanding and utilizing more than one type of damage is critical in building a strong Warband. In Factions: Battlegrounds, there are 3 distinct types of damage: Melee damage (which is the most common), ranged damage, and spell damage. Units that have sustained damage (of any kind) but have not had that damage total exceed their … Continue reading Expanding the Basics-Damage Types
Hummingbirding: When Should You Keep Flying Units Aerial?
I want to share with you all an underused strategy that my friends and I have taken to calling "hummingbirding" (because hummingbirds are the only birds that can hover in place without needing to land). Hummingbirding started as a descriptor for how I started nearly every game when playing Zermano. I would fly my Scouting … Continue reading Hummingbirding: When Should You Keep Flying Units Aerial?