Originally Posted by Snooper
Thanks. One more thing, some people like to just put out heaps of units, others like to just get a few and buff them/make them do stuff. Which is better overall, spending turns on getting units out there or making them do stuff.
Since you have a limited number of actions per turn, and often want to focus your attacks in order to knock out and destroy (by occupying the square of the KO'd unit) enemy units, a large number of units often does little good. Why overrun your opponent with three archers, distributing your actions between them, when you do the same (or better, in the case of good equipment) damage with a single archer?
You will often (though, of course, not always) find better success in equipping a few or a single unit well, and supporting them with healing powers, possibly keeping them alive indefinitely, if your opponent fails to focus his or her efforts.
I've had several games where one fully decked out archer backed up by one healer and the occasional buff has taken out more than five enemy units, by keeping a proper distance, darting in and out, always out of reach of enemy forces strong enough to both knock out and destroy it (since a KO'd unit can be healed back to activity), sometimes gaining complete command of the battlefield. The opponent can spew forth three units each round, but since she or he is still limited to five actions that are often best spent on one unit (again, if the purpose is to take out an enemy, why hit a unit with two knight blows, one arrow, and two mage spells when using the most powerful of those attacks five times is more effective, damage-wise?), you can still dominate the board with one unit against eight.
The nature of the game thus often rewards fielding one powerful (either in terms of stats, equipment or circumstances) unit, deploying a second unit to keep the first one healed and alive, and either bottlenecking the enemy forces, or focusing on taking down whatever unit poses the largest threat to your crystals or forces. I hope the developers eventually add bonuses for ganging up, and other incentive to use large numbers of units, thus mixing up the strategies even more. A mode with individual action points for each unit (limiting how many times per round each unit can act) might also force players into novel and inventive tactics, and provide a more varied experience.