01-17-2012, 07:21 AM
Joined: Feb 2009
Location: Wales,uk
Posts: 395
Quote:
Originally Posted by aladdnzane View Post
Hmm shows Elves still for .99 but when you go to buy them it's 1.99. Guess sale is over.
According to their twitter feed the dark elves sale has been extended to today because of a glitch.
01-17-2012, 11:02 AM
Joined: Jul 2009
Location: New Jersey
Posts: 2,958
Tournament is currently up to 22 players. Sign ups close Friday at 10pm EST, groups will be posted later Friday night, and tournament starts as soon as players can initiate their games. Full rules and signup thread: http://forums.toucharcade.com/showthread.php?t=119709

Given the format, we can accomodate as many as sign up.

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01-17-2012, 11:02 AM




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01-17-2012, 04:33 PM
Joined: Jul 2009
Location: New Jersey
Posts: 2,958
We are up to 28 players for the tournament. I want to leave sign ups open through Friday, but if it continues to grow fast, it might be more work than I want. Anyone adult TA member want to serve as co-tournament director and oversee 1/2 the bracket? If no volunteers, I'll probably cap the tournament at 40.

Full rules and signup thread: http://forums.toucharcade.com/showthread.php?t=119709

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01-17-2012, 05:02 PM
Here at FlyingRoosters we are huge fans of HOMM combat system and final fantasy tactics so we've been playing the Hero academy a lot! However, there's one thing that piss us off is that we have to quit / enter the "game" ( no the app ) each time to see the enemy turn... why can't we stay into the game?

Also, a local multiplayer mode would be awesome on the iPAD

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01-17-2012, 05:21 PM
any word from developer about what race new team may be ???
01-17-2012, 05:46 PM
Joined: Jul 2011
Location: Australia
Posts: 1,940
Quote:
Originally Posted by ArtNJ View Post
We are up to 22 players for the tournament. Sign ups will stay open through Friday. Format will be a knock-out round robin -- i.e. in first round you will play in a subgroup with 6 players, play one game against each, top 2 from your subgroup advance.

@Snooper - Wizard is very strong, dont forget him. In very general tums, advanced strategy tends to involve obtaining the boost square (sit an armored knight on it) and using an archer/ninja/wraith with a weapon upgrade (and/or scroll) to do massive damage to the crystal(s). The "kill the units" strategy can work too, of course.
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.

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01-17-2012, 06:06 PM
Joined: Sep 2009
Location: Sweden
Posts: 2,782
Quote:
Originally Posted by Snooper View Post
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.

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01-17-2012, 07:44 PM
Great game. I'm loving this. Love tactical games. Only thing though, make a time limit and if you exceed that limit you will forfeit. Also it seems that the human class is a little more overpowered then the dark elf ... the summons only do 100 damage and they barely have any life .... you can't overrun your opponent with them like the description says. The archers are far superior then anything the dark elfs have... anyway, that's just me. Add me if you like, I'm pretty good. Char is the name.

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01-17-2012, 09:08 PM
Joined: Jul 2009
Location: New Jersey
Posts: 2,958
Quote:
Originally Posted by Snooper View Post
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.
What Ayjona said, plus packed units are vulnerable to fireball and wizard. It is somewhat safer to pack units against Dark Elf, although as Ayjona said, there will rarely be reason to have massive numbers out. Probably the best reason to do it (if you wont be vulnerable to AOE) is to make productive use of the movement points but see additional tiles and hope for scrolls, swords or fireballs to back a push.

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