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Arena Maps Guide

Discussion in 'Guides' started by Vaminion, Feb 6, 2017.

  1. Vaminion

    Vaminion New Member

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    Credit goes to Solunare.

    Knowledge of the Arena Maps is VERY IMPORTANT
    This is arguably more important than what units you bring or the quality of those units. Some maps in the Arena are designed to force the players into specific situations: fighting with infantry, cavalry or fliers, melee or ranged. etc.

    These are all of the maps that can appear in arena:

    http://imgur.com/a/Oivza

    I'm going to give a quick rundown of each map and some strategies which I've found to be effective on each one. I'll be referring to each map by the nickname I've given it under each picture.

    Bridges

    Easily my least favourite map, and one of the harder ones. If you don't have any ranged units or flying units here you're really going to struggle. The best strategy for this map is to use the bridges as a chokepoint: have a tank sit in the middle of the bridge and let your ranged and flying units deal with the approaching enemies. A good healer will also make this a lot easier.

    Don't try and rush to the centre: you'll likely take a lot of damage from the enemy and there isn't enough open space for your units to manoeuvre; especially with cavaliers!

    Good for:

    • Tanks

    • Ranged units

    • Flying units

    • Healers
    Bad for:

    • Mounted units

    • Melee Infantry
    Ruins

    This map is interesting. The destructible walls make it possible for you to isolate an enemy depending on your enemy's composition. For example, if they have a mounted unit alongside slower infantry, it is possible that the mounted unit will overextend whilst the infantry and trying to destroy the walls in the centre. The walls may also allow ranged units to make attacks against a melee unit which will use it's next turn to destroy the wall between them, giving you enough time to take them out.

    Flying units don't do as well here, since they can't fly over walls. Healers may also struggle since once the walls have been destroyed, the only cover will be provided by your other units. Mounted units are much stronger here than on the Bridges, but it may be difficult for you to isolate an enemy for your cavalier to take out.

    Good for:

    • Tanks

    • Melee Infantry

    • Ranged units
    Bad for:

    • Flying Units

    • Healers
    Forest

    At first, this seems like a really dull, straight forward map. However, the nuances lie in the positioning of the trees, as units will only be able to move one space when stepping onto a tree tile. Moreover, mounted units cannot pass through tree tiles, meaning you can use them to circumvent a cavalier's high movement.

    Ranged units are, once again, very powerful on this map, due to the cover provided by the trees. However, they should be careful of flying units that can ignore these impediments. Melee infantry aren't hindered too much by the trees, whereas Tanks actually benefit from the increased movement cost a fair amount, as they will be able to keep up with other units more easily. This or Mountains, are probably the most neutral maps.

    Good for:

    • Ranged units

    • Flying units

    • Healers
    Bad for:

    • Mounted units
    Mountains

    This map is incredibly easy to exploit, due to the positions in which the units are placed. Essentially, you've got two 2v2s happening on the north and south sides of the map. Finally, mounted units have their place to shine: if you're able to deal with the enemies on one side quickly, a mounted unit will be able to assist the other side more quickly than any other unit type. Flying units are also strong as they can bypass the mountain in the centre, allowing them to ignore the choke-points at the north and south.

    Tanks and Ranged units can both be reasonably strong on this map. When attacking, you'll want your tank in the fourth position, as this allows them to set up a choke-point on the first turn. If you leave them in another position, it will take them longer to set up a choke point, which could give time for a flying or mounted unit to break through and corner your more vulnerable units. If you are going to employ a choke-point, you'll want either a ranged unit (preferably an archer) to deal with any flying units that may be on the enemy team, or a healer to keep the tank healthy as they fight infantry.

    Good for:

    • Tanks

    • Ranged units

    • Flying units

    • Mounted units
    Bad for:

    • ---
    Lava

    Oh boy, this map. My matches on this map either go very well or very poorly. You've got a lot of long, narrow pathways here which would suggest tanks do quite well. However, you need to be extremely careful with both your Tank's starting position and choke-point position. Take a look at the map again, see how there's a rough T shape at several points of the map? You'll want to set up a choke-point at the bottom of the T.

    Here's a visual where the tank is sitting in the 'centre' of the T. The zeros represent empty tiles, an x represents an impassable tile and the T represents the Tank. Anywhere where there is a U is a spot where the tank is able to be attacked from, either by a melee or ranged unit.

    U.U.U

    x.T.x

    0.0.0

    However, if we move the Tank once space down...

    0.U.0

    x.U.x

    0.T.0

    With this formation, the Tank will only be able to take damage from one ranged unit and one melee unit. In addition, you'll be able to attack the melee unit with any ranged units you may have on either side of your tank.

    Anyways, ranged units are once again invaluable on this map. Tanks can be useful for creating choke-points, provided you keep them healthy and supported. Flying units can bypass the many impassable tiles but should be wary of archers. Mounted units aren't too useful here, unless the enemy team has a lot of infantry and no tank. Most units do reasonably well here, but ranged and flying units are easily the most powerful on this map.

    And this is worth noting. Several people seem to put their healer in the fourth position, so if they have an attacking spell they'll charge towards the centre right of the map like so: http://i.imgur.com/4zwJUB6.png

    If you have a ranged unit in the 3rd or 4th position and position them in the green box, you'll be able to easily take out the healer, who will be in the red box. This can be a huge momentum shift against some teams.

    Good for:

    • Ranged units

    • Flying units
    Bad for:

    • Mounted units
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    Cloudedstrife and Illuminate like this.
  2. Illuminate

    Illuminate New Member

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    Very informative! Thanks for posting.
     

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