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Domain Construction Part 4: Prepare Your Troops |
| Written by Brian |
| Monday, 22 June 2009 |
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Here we are at last, talking about units. Units are the heart and soul of it all, and without their brave sacrifices your war campaign would be zilch. So, let's show some respect by building a domain that utilizes the units properly.
Personally, I think of units like I think of dinner options: the more unique and special kinds you can have, the better off you are. (In the case of food, for both health and enjoyment. With units, for the purposes of demolishing anything in your path.) Now I'm going to tell you something very important for both unit usage and domain construction in general: don't be simple-minded. Conquest is different from the games you've played before. Not only is each and every unit potentially useful, but your domain will be stronger whenever you mix it up with a variety of troops. Don't get me wrong—the core strategy still has to be there, but you don't want to be so wedded to that strategy that you can't defend against what your opponent throws at you. My words are growing tedious, so let's look at a sample domain and see how we can improve it based on unit usage. ![]() Domain Sample The stuff we need to know, but won't change:
![]() The strategy of this deck, in essence, is to build powerful mounted units and dominate the battlefield with archers. Nothing wrong with the strategy, nothing wrong with the resources used. However, I see some fundamental flaws with this domain:
Let's see if we can refine this domain a bit... Domain Sample v2 ![]() The stuff we need to know, but won't change: My key changes were as follows:
So what do you think? Would you have changed the unit layout as I have, or in another way? What further changes would you make? Or, if you really want to get off topic, how would you adapt the non-unit resources I originally chose to the new domain? Shoot an email to This e-mail address is being protected from spambots. You need JavaScript enabled to view it . |