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Thread: Round robin with friends

  1. #1
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    Default Round robin with friends

    Just set up a round robin with friends. 8 participants with varying experience: none to a handful of games, to about 50 games, to about 300 games (me), to about 1500 games.

    We're doing a two-round draft to pick summoners, no summoner can be picked by more than one person. Each person gets to pick two summoners and gets to choose which they want to use in each matchup in order to provide more variance, unpredictability, and to avoid bad matchups. There's no deckbuilding, except in the championship round, to keep it simple for those that are learning.

    The draft is seeded order inverse to experience. I created a Suggested Summoners list for the inexperienced players. The list is ordered in terms of ease and power, with ease heavily, heavily weighted. The list also gave short descriptions to each of the summoners that I suggested. Here was the list that I provided:

    1. Grognack (Tundra Orc): defensive; ice walls; units with high attack and health and are more reliant than other factions on luck;
    2. Prince Elien (Phoenix Elf): defensive; the “precision” summoner in that you can place automatic wounds on the opponent’s units so you don’t have to “take your chances” with the dice;
    3. Tacullu (Bender): defensive; takes opponents units, magic, and events;
    4. Oldin (Guild Dwarf): defensive; damages opponents’ walls, and is boring but has great units;
    5. Moyra (Vargath Vanguard): balanced; units work in synergy with one another and your summoner is strong enough to get in on the action;
    6. Nikuya Na (Jungle Elf): balanced; can power-up his units with various events to make them momentarily strong and uses poison to debilitate the opponent’s units;
    7. Natazga (Swamp Orc): explosively aggressive; attacks opponent’s walls to create a swamp of own walls from which you can summon units deep in opponent’s
    territory to put pressure on opponent;
    8. Samuel Farthen (Vanguard): aggressive; slowly advances a small group of units that are hard to kill to try to bowl over the opponent;
    9. Krusk (Sand Goblin): defensive; craftily maneuvers and makes it difficult for the opponent with cheap units with a good amount of health;
    10. Mugglug (Swamp Orc): aggressive; slowly builds a swamp of vine walls that you control, stemming from your own walls, to gain board position and put pressure on your opponent;
    11. Saturos (Shadow Elf): dangerously aggressive; pushes the pace onto the opponent’s side of the board, able to summon his own units when he destroys his opponents’ units;
    12. Hogar (Tundra Guild): aggressive; has strong, beefy, expensive units that are hard to “hit” with attacks and with blunt force tries to grind down the opponent early in the game;
    13. Frick (Cave Goblin): aggressive; swarms opponent’s walls with cheap, easy to kill hordes of goblins but can set up some complex chains of movements and attacks;
    14. Selundar (Shadow Elf): aggressive; has units with high attack that can move lots of spaces but are easily killed
    15. Sunderved (Vanguard): aggressive; strong, cheap, melee units that just tries to outmuscle the opponent
    16. Rallul (Mercenary): balanced; diverse set of units with cheap units, tries to get units adjacent to enemy or own walls in order to utilize a bunch of really powerful abilities and set-up powerful chains of events;
    17. Tundle (Deep Dwarf): defensive; generates his own magic, can set up strong ranged attacks and warp his and opponent units around the board;
    18. Immortal Elien (Fallen Phoenix): balanced; calculating summoner with an incredibly strong ability, can raise units from the dead, and units have strong synergy with one another.

    EDIT: Here's how the draft unfolded:

    ROUND 1
    1. Grognack
    2. Tacullu
    3. Krusk
    4. Immortal Elien
    5. Sunderved
    6. Queen Maldaria
    7. Abua Shi
    8. Malenatar (me)

    ROUND 2
    9. Moyra
    10. Oldin
    11. Tundle
    12. Hogar
    13. Frick
    14. Demagogue
    15. Prince Elien
    16. Natazga (me)
    Last edited by commandercool; 09-14-2016 at 12:20 AM.

  2. #2
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    A fine list outlining some basic tactics to try for beginners with each faction. I'd like to see the rest of them like that, short and sweet.

  3. #3
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    Thanks! I also made a concise guide for all involved: Here it is (don't have the time to fix formatting, copied and pasted from word):

    PART 1 OF 3

    CONCISE STRATEGY GUIDE

    This doc contains two parts: four basic strategic points about playing the game; and basic strategy playing as/against each Summoner that has been selected in this round robin.


    Four basic strategic points

    I. Core concept. Summoner Wars is a game about efficiency. If you repeatedly spend comparatively less magic to destroy units that your opponent has spent comparatively more magic on, you’re probably going to win at the end of the game because your opponent will run out of resources before you do.

    II. Placement of units and walls. In regards to unit placement, limit the amount of sides your units can be attacked on; if you do so, your units will last longer and you will get more out of that unit. In regards to your Summoner, specifically, protect your Summoner on all sides and/or and/or put him in a position where he cannot be attacked at all. In regards to walls, think of the way that the knight moves in chess: place your walls one knight movement from each other because this enables you to reach more spaces of the board when you’re summoning units.

    III. Summon all your champs. Try to summon all of your champions; your champions are stronger and more efficient than your commons.

    IV. Manage your hand well. Summoner Wars has an element of hand management. As a general rule, you want to avoid “deck clog” or having 4-5 cards in your hand because if you have that many cards in your hand, during your next draw phase, you will only be able to draw 1 card or, if you have 5 cards in your hand already, 0 cards. You want to “keep it moving” in regards to you hand, building your magic pile (i.e. at the end of your turn, placing cards from your hand into your magic pile) a little bit each turn and cycling through your draw pile to get to your best units and events so that you can play them or be ready to play them when you need them. It’s important to generate magic from your hand because you need to save up enough magic to summon your champions, and just trying to kill opponent’s units that area already on the board won’t get you there. As a general rule, during your first 2-3 draw phases, you should build all commons units that you draw and be willing to build your worst events; never build your champions and only in the most dire circumstances build your best events. Building this much early on helps with deckclog and should give you a good pile of magic to work with.


    Basic Strategy playing as/against specific Summoners

    I. Abua Shi
    A. How to win against: Abua Shi will try to assassinate your Summoner with various tricks; protect your Summoner on all sides; place your walls together (going against knight chess piece rule stated above); try to prolong the game as Abua Shi is weaker at the end of the game; protect yourself against Lioneers on the board and Lioneers that can be surprised summoned from walls that can move the full length of the board to attack your Summoner; protect yourself against Chant of Deceptions, which allows Abua to swap the places of two units he controls, especially when used with Lioneers; if your summoner isn’t low on the aggressiveness continuum, even try to take the fight to Abua as Abua struggles on defense; know that Abua Shi can summon Miti Mumway, an absolute beast champ with 8 health and 3 attack value that can move through your commons and damage them while moving through them.

    II. Demagogue
    A. How to win against: rush him, plain and simple; Demagogue is very strong in the end game because, like Tundle, he has a magic engine and can endlessly generate magic; also, Demagogue takes awhile to get going and is very weak at the start of the game; however, by going after Demagogue, I mean either attacking his walls with strong ranged units or attacking his walls or going all-out, summon as many units as possible and get them in there as quickly as possible.

    III. Elien
    A. How to win against him: be cognizant of his bag of tricks: he has units that can place wound markers on you instead of having to roll for “hits;” he has events that can place wounds on you; he can combo his events Greater Burn, Burn, and Burn, to place 4 wounds on any unit you control; his event Spirit of the Phoenix transforms his unit into a “precise” unit, allowing him to just place wound markers on a unit he’d attack, instead of having to roll dice; be cognizant of his best champion the Fire Drake, which is a beastly tank and can attack units hiding behind walls; try to have less units on the board so that he can’t play Magic Drain; he’s very strong on defense; try to attack his walls at range.

    IV. Frick
    A. How to win with: swarm opponent’s walls with low-cost units and set; use the event Hordes of Rabble to summon, for free, your Oafs and to use Frick’s ability Leader of the Horde on your Oafs those turns; use your event Throw Rocks with your Runts and since you can do ranged attacks over Runts, this combination allows you to do combo attacks with Runts over other Runts; use Runts to protect your champion Dibs, as Dibs can attack over the Runts due to his ranged symbol and the Runts’ ability, and the Runts will prevent units from moving adjacent to Dibs; use Dibs against opponent melee champs and commons; the Feeder is your best unit, make sure to summon him as soon as you can, protecting him, accumulating units under him due to his ability; the Feeder’s ability is helpful to you because it prevents your units becoming magic to your opponent and allows you, once several cards have accumulated under the Feeder, to unleash HUGE attacks, which you should use on opponent champions, especially the opponent’s summoner, if you get the champ
    B. How to win against. Frick is all about the combos; protect your units from these combos by making sure your units can only be attacked on one side; when he summons his champs, immediately go after his champs as they are the big source of his power; try to control the middle of the board, not letting Frick and his units crowd your walls because once he does so, he’s got the upper hand; try to get close to Frick as Frick himself is a weak fighter; when attacking Oafs, try to put one wound on them or kill them, but avoid putting 2 wounds on them because they get an attack value boost when they have 2 wounds.

    V. Grognack
    A. How to win with: try to get opponents to come to your walls and ice walls and use Grognack’s ability Walls of Ice Shard; don’t summon your Fighters because they’re awful; try to summon your champion Grognack; use your Freeze events on your opponent’s Summoner or champions; try to summon 2 units with each copy of your event Reinforcements to get full use out of it.
    B. How to win against: attack Grognack’s walls and ice walls with ranged units, don’t put your units adjacent to his walls; be aware that Grognack can summon Krung and try to have a plan in place to deal with Krung such as a champion AND strong commons that you can summon in response to try to counter Krung

    VI. Hogar
    A. How to win with: go on the offensive early; be aggressive in your building your magic as you’re best early game; late game you’re not good; spend the Rune of Power and Heroism on your champs; spend the Runes of Shielding on your Ice Golems; don’t use Hogar in the battle, and consider putting him in your back row; don’t use Scribes in the battle, and, in fact, consider building all of them that you draw as magic as they’re pretty bad units; try to overwhelm with forward Runed Ice Golems that you can summon off of (and which are difficult to hit due to Hogar’s ability) and Marauders which, which runes underneath, become ranged; try to get your first champion out as soon as possible, as often only getting 1-2 champions out for Hogar is enough to win; don’t stay on the defensive, because Hogar’s biggest advantage is that he has big beefy units early that he can use to try to hammer the opponent before the opponent really builds an economy to get strong units of his own out.
    B. How to win against: take the fight to Hogar, pure and simple, but don’t attack his walls as it’s wildly inefficient to his ability; Hogar himself is weak at fighting, so try to engage him; focus on one unit at a time; destroy his Ice Golems before they get Rune cards underneath because when they do, they’re harder to destroy and units can be summoned from them; remember that you can spend 2 magic to discard a Rune that he places under any of his units or under your units; if he stacks 2 runes under a unit it is probably worth spending the 2 magic to discard those runes; if he places the Rune of Shackling and/or Nullification on a Champion that you control, you should almost certainly spend 2 magic to discard that/those rune/s.

    VII. Immortal Elien
    A. How to win with: Harbingers are your best unit; use Immortal Elien’s ability Elien’s Will in conjunction with your Harbingers so that you kill units that you attack with Harbingers and/or to trigger the Harbinger’s ability to summon Burning Skeleton’s on the space the destroyed units occupied; Cultists are also deadly, especially when they are adjacent to Helkar; also use Elien’s Will when you are attacking with Cultists that are adjacent to Helkar; use Karthos’ ability to summon Harbingers, as that combination will allow you to more easily kill opponent units and summon Burning Skeletons
    B. How to win against: play champion-heavy, not summoning as many commons, snipe at your opponent’s walls with ranged units to make Immortal Elien come to you; and because Immortal Elien has low health, take every shot at him when you can; be aware that Immortal Elien can summon Hellfire Drake and try to have a plan in place to deal with Hellfire Drake such as a champion and strong commons that you can summon in response to try to counter the Hellfire Drake
    Last edited by commandercool; 09-14-2016 at 02:15 PM.

  4. #4
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    PART 2 OF 3

    VIII. Krusk
    A. How to win with: play defensively; try to summon all your champs; snipe with your Javelineers; try to set up combos with your Shaman, attacking with one, spending 1 magic to use their ability escape to get out of the way so a Shaman behind that Shaman can then attack; don’t summon Scavengers because they’re awful; use your event Mirage and then summon a unit off of the moved wall for a surprise attack on either your opponent’s champions or Summoner; use all of your events Taunt; be willing to use Krusk’s ability Sandstorm if you can hit 2+ enemy units with it, and it can also be used to move enemy units into range of your units
    B. How to win against: Play champion heavy, summoning less commons; be aware of the above-mentioned tricks and combos, and snipe at his walls with ranged units to try to get him to come to you

    IX. Malenatar
    A. How to win against: summon as many units as possible early because otherwise Malenatar can steamroll through your units, get to your Summoner, and crush your Summoner; try to prolong the game as long as possible, because Malenatar isn’t as strong at the end of the game but is very strong at the beginning of the game; try to take control of the middle of the Battlefield before Malenatar and units are able to get there and control the board; don’t let Malenatar swarm your walls; be aware that Malenatar has really strong champions in Kadros and Varden (ranged!) and that both have the potential to have 10 attack value in a turn; in attacking Malenatar’s commons, go first for his expensive commons the Guard and the Commander; try to put wounds on Malenatar early so that he is forced to play defensively in his own territory, which probably forces him to retreat and makes him and his units less dangerous.

    X. Natazga
    A. How to win against: don’t let her attack your walls, as that’s the source of her strength, one way to do this is to place units in the spaces in front of your walls so that she can’t move units adjacent to your walls; another way to do this is to place your walls further “back” from her side of the battlefield so that she has a harder time reaching your walls; when she hits your walls and inflicts 2 wound markers she gets to place vine walls (VW) adjacent to your wall that she’s attacking; don’t just try to destroy the VWs before they overwhelm you, but also the units that are creating the vine walls; try to prolong the game, as she is strong early on and weak later on; be cognizant of her bag of tricks, namely that her event Fury of the Fen allows her to move and attack with VWs, as if they were units, until the end of the turn.

    XI. Oldin
    A. How to win with: for the most part, play defensively; try to play both copies of Heroic Feat with Gror in one turn and attack with Gror, trying to get as many of your opponent’s units within Gror’s radius as possible, unleashing one huge turn of death; try to use Baldar against your opponent’s champions; use Defenders to hold in place units that you can then safely attack from range with Thorkur and Oldin; try to have less units on the board than your opponent so you can play Magic Drain and Reinforcements; always use Thorkur’s ability; always have Oldin adjacent to a wall so that his ability is in effect and that he is harder to hit; don’t summon your Engineers, as they’re awful.
    B. How to win against: try to not play any of your wallcards until he’s played at least one of his Besiege the Walls events; try to prevent his units from getting adjacent to and attacking your walls; don’t place your walls close together because his champion Gror can easily attack multiple walls at the same time and destroy them; be aware that he can combine both copies of his Heroic Feat with Gror to unleash one huge turn of death against your units and walls; when he summons Baldar, make sure to only attack Baldar with units that only have 1 to 2 attack value; try to have less units on the board than Oldin so he can’t play Magic Drain and Reinforcements, but the difficulty is that this makes protecting yourself against the Gror-bomb more difficult

    XII. Sunderved
    A. How to win with: get on your opponent’s side of the board with your commons; swarm your opponent’s walls; make sure that your commons are within 2 spaces of Sunderved to trigger his ability so that they get the attack boost; be very careful about protecting Sunderved; use Sunderved’s event Fall Back as a retreat plan after Sunderved’s taken some hits and is in danger of being destroyed; use Growden to destroy opponent walls and protect him on all sides, if possible when you’re trying to destroy opponent walls; use Brutes to knock opponent units into range of your other units, for combo turns; Quen’s ability; Warriors and Brutes are your best units, Warriors are very difficult for your opponent to defend against; Warriors are good against commons while Brutes are good against champs; use Torodin’s Advance to plow through opponent commons with Torodin, then Superior Planning to get back the Torodin’s Advance card you’ve played so that you can then use Torodin’s Advance again to plow through opponent commons with Torodin; hit Quen with a Brute to put him in range of attacking an opponent Summoner
    B. How to beat: try to wound Sunderved early; try to keep Sunderved and his units from getting to your side of the Battlefield, and do this, if your faction isn’t very low on the aggressiveness continuum, by taking the fight to his side of the Battlefield; play champion heavy, summoning less commons as he gets many attack bonuses against your commons; be aware of the combos he can set up with his Brutes and that Torodin can move right through your commons to get to your Summoner; try to kill Growden before Growden can destroy your walls; try to prolong the game as long as possible because Sunderved is not as good in the end game because his economy isn’t as good
    Last edited by commandercool; 09-14-2016 at 02:15 PM.

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    PART 3 OF 3


    XIII. Tacullu
    A. How to win with: play defensively; don’t go on the opponent’s side of the board; summon Deceivers in response to other units coming onto your side of the board; use your Controllers to set up ranged combos or to move your other units such as Breakers into safety; try to set up a Sorgwen-Breaker combination as Sorgwen can allow Breaker’s to attack twice in one turn and really destroy your opponent’s economy; try to have less units on the board than your opponent so you can play Magic Drain; play Mimic when your opponent has 4-5 cards in his hand, don’t necessarily take the card that you’ll be able to use, but the one that seems more devastating for him to lose; Gulldune is your worst champion; Sorgwen is your best; don’t attack with Sorgwen, protect Sorgwen, and just use Sorgwen to attack with your Controllers and Breakers multiple times in one turn; use Kalal almost exclusively on your opponent’s Draw Pile, putting all of your opponent’s Champions, best events, and Walls on the bottom of their draw pile, in that order; also don’t attack with Kalal, and protect Kalal, making sure to use Kalal’s ability every turn; don’t use Tacullu’s ability except as a last resort or against the strongest opponent champions such as Hellfire Drake, Krung, Gror, Kadros, etc. basically just champions that have really high health and attack and will be hard for you to deal with. Try to bait your opponent to bring commons onto your side of the board and then use Mind Control to take those units, especially commons that have a summon cost of more than 1.
    B. How to win against: don’t go on Tacullu’s side of the Battlefield; play your events as soon as possible to avoid having them be taken through Mimic; don’t build your events as magic in order to avoid Mimic; attack Tacullu’s walls with your ranged units or attack his walls with your champs if you don’t have ranged units; try to have less units on the board so he can’t use Magic Drain and take your magic; try to always have a couple magic in your magic pile so that if he uses Breakers you don’t lose a Champion or essential event to your discard pile because you can’t pay the 1 magic to avoid it going to your discard pile.

    XIV. Tundle
    A. How to win with: play defensively, trying to get your opponent to come to you; don’t summon Miners because they’re awful; use Scholars’ abilities; use Scholars as blockers to protect your Summoner and Champions; Lun is your best champ, Sprog your worst; Gem Mages are your best units; with Gem Mages, try to have enough magic to use both parts of their ability, to add 1 Attack Value to them and then to warp them to safety behind one of your walls at the end of your turn; protect Lun and hide him behind your walls after summoning him, using his ability to pull opponent commons to your side of the board and kill them; try to use Tundle’s ability every turn that you can; because of Tundle and Lun combined, you can outlast every opponent because you have the best economy because none of these other summoners can generate magic; you want to prolong the game as long as possible, until you just have so much magic that your opponent gives up or your opponent just runs out of gas so you’re able to finish him off; you don’t need to attack opponent walls; sitting behind your own walls and using Lun and Tundle’s abilities is enough to get opponent’s to come to you. Try to always have a Gem Mage in your hand so that you have some strong attack value readily at your disposal; use Kynder’s ability when attacking champions so you can stack up combos against that champion, and hopefully for you, getting that champion off of the board ASAP
    B. How to win against: play aggressively unless your Summoner is lower on the aggressiveness continuum; once Tundle summons Lun, play champion heavy so that you aren’t feeding your units to Lun to be killed; by aggressive against Tundle, I mean attack his walls with high amounts of attack value, not with low attack value, because you don’t want the game to drag out; the longer the game goes, the less of a chance you have to win; Tundle’s units are pretty squishy meaning they don’t have a lot of health, so try and bring high attack, high life units to his side of the battlefield, and try to play as quickly as possible against Tundle, building a lot of your cards as magic to sustain your offensive push against him; also, forcing him to need to attack more than once per turn is good because it prevents him from using Tundle’s ability which generates magic and decreases your chances of winning long games, since if Tundle’s ability is used, Tundle can only use 1 unit to attack that turn; the best way to do this is to put him on the defensive in multiple points, forcing him to defend multiple points, which causes him to use multiple attacks in multiple places.

    XV. Queen Maldaria
    A. How to win against: Queen Maldaria doesn’t have much health; take your shots against her when you can; also, try to set up combinations with ranged units, killing blockers adjacent to Queen Maldaria and then using ranged units to shoot through the opening to Queen Maldaria that has just opened up as a result of that blocking unit being destroyed; also, try to control the midfield, don’t let Queen Maldaria gain control of the midfield, because once she does so, she is harder to beat; if you can, place units adjacent to Queen Maldaria because that prevents her from summoning units adjacent to her which she is able to do with various events; don’t go adjacent to her walls as she has events that can wound you if you’re adjacent to your walls; try and get her to come to you in the midfield, and because most of her units are easy to kill, you should be able to overpower; it’s when she starts to control the board via controlling the midfield that she’s in her element; if she turtles and hides behind her walls, attack her walls with ranged units if possible to try to force her out of hiding; always be watchful for the chance to hit Queen Maldaria because, since she doesn’t have much health, it doesn’t take much to end the game
    Last edited by commandercool; 09-14-2016 at 02:16 PM.

  6. #6
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    Surely those with more experience with me may quibble over my strategy, or people may just have different and/or better perspectives on strategy, but this was basic strategy for some of the beginners that are participating in the tournament.

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    Teacher Jaejin thinks this was very well done! :^)

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    @gojaejin: Thanks!

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