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- The Art of (Fort) Defence part 2
Pincer Formation
The
Pincer Formation takes the opposite viewpoint of the Turtle strategy.
Instead of playing for time, its a much more aggressive strategy. Its
designed to make your opponent pay for the raid attempt and to inflict a
mild form of a psychological attack. Players who like to raid and craft
characters based around forts and raiding will find this strategy very
appealing and easy to implement.
The primary benefit of this
strategy is that your opponent will lose units. For those who don't
know, if a unit dies while raiding another player, they will randomly
lose between 1-3 LP. This can be a hefty cost, and can put a dent into a
person's raiding timetable. This is especially true for less
'dedicated' players where normal units may form a large, or all of their
army. As characters not from the square can have LP ranging from 5-20,
it means that realistically, the player can only use their characters a
specific amount of times before it becomes too dangerous. While the
Turtle formation may deal losses, it is only incidental to the overall
goal. Here, it is very different. The defending player is purposefully
choosing unit types and gear to maximise kill rating. It has a lower
overall defence success rate, but it has the advantage of potentially
sabotaging your opponent and giving him a really bad day.
Unit Type 1 - Hawkeye
Weapon - Shigeto Bow/Amenowakahiko
Armour - Leather Jerkin
Accessory - Ranger Ring/Orichal Ring
Skills - Critical + Double Attack/Resist
Reasoning
- The Ranger is King of Defence. There is no question that any player
will find these stalwart units to be the supreme unit for considering in
a fort. The answer to that is simple. Unlimited Range. Rangers have the
bonus that when they are on defence, they are able to hit any part of
the map from their starting position. So right from Turn 1, where both
sides usually have to spend just getting into contact, the Ranger is
already eliminating key targets. And this is where the Rangers 2nd
advantage lies. Their target priority. The main offensive force of most
raiders is magic. As many characters have high natural physical defence,
relying only on melee to win raids is one that won't work for very
long. Given how hard it is to defend against magic, a good mage can
significantly make raids easier to handle. That being the case, if you
are able to take out your opponents mage it drastically reduces his
chance of winning. As the game tends to class Sisters and Mages as
higher priority than melee, this means that the AI controlling the
Ranger will usually target softer targets first.
Ranger weapons
don't tend to be that good, until you are able to get the Hama bow.
These bows are far and away much better than your standard bows as they
not only have high attack, but they also grant a sizable amount of Luck.
This makes them the perfect weapon for Rangers. For armour, I chose the
Jerkin because of 2 main features. The first is that it gives a decent
amount of Luck, and the second is that while its defence is not as high
as the other classes it gives a good amount of buffer hp. Since your
Ranger would presumably not even be within range of enemy characters
until around turn 3 (or later), that extra 15hp or so can provide more
short term survivability than adding a few points of defence. Plus, it
gives Luck. Choosing between the Ranger Ring and the Orichal Ring is
more dependent on the stats of the ranger and your playstyle. The Ranger
ring gives him some strength, and the all-important Hit so that he
doesn't miss. The Orichal ring gives both strength and Luck, the 2 most
important stats for any offensive unit. Both are good choices, so if you
feel like your ranger has very high Tech and he is unlikely to miss, go
for the Orichal ring. If you want to be absolutely sure none of his
shots are wasted, equip the ranger ring. I should also note, that while
the ranger skill is Crit, the Hawkeye skill is Resist. So if you want to
reach Crit IV, it is advisable to not change his class until after he
maxes Crit. Otherwise you'll end up with a Crit III Hawkeye, which isn't
really that good.
With Unlimited range, a habit of killing
mages, and very high damage output this unit is a must-have for any
offensive fort defence. With high Agi and high tech, it will also make
your ranger attack first, attack accurately, and get those powerful Crit
and skill activations. Oh, and he can also be pretty good at dodging as
well.
Unit Type 2 - Berserker
Weapon - Tabar
Armour - Leather Jerkin
Accessory - Ring of Destruction/Surcoat
Skills - Double Attack + Critical
Reasoning
- The Berserker stands tall over other melee classes because of 1
aspect. Its strength. Not only does the Berserker tend to gain strength
more easily than the other classes, but it has a higher maximum cap.
While 5 strength might not seem like much, given the right kind of
equipment that can translate to an extra 3 points of normal attack
damage. When including the effects of Double-Attack and Critical, it
becomes even more significant. The Tabar as the weapon of choice is
simple, it is the most destructive weapon out of the axes available.
Combining high base attack, reasonable hit, and good stat-ups makes it
the weapon of choice for offensively minded players. As with the ranger,
I chose the Jerkin for the berserker. While providing much less
survivability than other potential armour pieces, its Luck and HP are
unparalled provide the most offensively orientated stats among the
armour types. As for accessory, people may wonder at why I include the
Surcoat. An item which for the most part looks defensive or utility in
nature. And its because the axe really has quite a low accuracy rating.
It is pointless to have massive attack if you miss half the time, or
even 1/4 of the time. So I include the Surcoat there for those players
who want a little insurance that their axe will do the job. The Ring of
destruction as the premier offensive accessory should be
self-explanatory. It is a quest item so should not be difficult to
acquire.
My next post will talk a bit about how the general
strategy of the Iron Wolves guild army, and how it facilitates the use
of good fort defences.
by galen_swiftblade
Source: http://forum.ein-herjar.com/viewtopic.php?f=10&t=736