First we'll take a look into the basic strategies of TA : Kingdoms,
here we'll take a look into general playing tips that would probably
apply to most Real Time Strategy Games.
Defense is the key to Offence, and Offence is the key to success.
Having said that it means, you must build up defense's first, then
build offence and then go for the victory. Although this is not the
only way to play it is one of the more simplest and doesn't involve
as much risk as other playing strategies. We'll first take a look at
how to play like this.
I suggest
that if you want to play like this then you first should build your
most basic unit factory. Barracks for Aramon ( Earth ), Enclave for
Veruna ( Water ), a Beast Tamer for Zhon ( Air ) or the Cabal for
Taros ( Fire ). If the map is completely water, or is around 70% or
more water, and you are Veruna ( Water ) you could consider building
a Sea Fort instead. But not assuming that I'll carry on. While this
structure is building hold the Shift key and click on a mana spot
near by to Que up a Lodestone to be built once the Factory is
complete. Que 2 mana spots up, and then Que your Monarch to build
several light defense's around this small base. Watch Tower for
Aramon ( Earth ), Guard Tower for Veruna ( Water ), Death Totem for
Zhon ( Air ) or the Caged Demon for Taros ( Fire ). Once the unit
factory is complete order it to build a selection of units. 2
Builders, Mage Builder for
Aramon ( Earth ), Priestess for Veruna ( Water ), Beast Tamer for
Zhon ( Air ) or the Dark Mason for Taros ( Fire )., 20 - 50 tier 1 units.
Possible mixes for armies are. Aramon ( Earth ) 20 Swordsman's, 15
Archers, 10 Horseman's and 5 Catapults. Veruna 25 Warriors, 20
Crossbowman, 5 Catapults. Zhon ( Air ) 20 Hunters, 20 Trolls, 10
Goblins. Taros ( Fire ) 35 Executioners, 10 Black Knights, 5
Zombies. Of these combinations of basic units Taros's ( Fires ) are
probably the lest cabable, as they lack the variaty of the other
armies. The Executioners are very powerful though. Apart from that
I'll leave full unit statistics until later. At this stage you
should have adequate defense but little mana. During the building of
your tier 1 units I suggest you take your builder's and occupy more
mana spots with lodestones and lay out more basic defense turrets.
After this stage you are free to move onto building tier 2 units.
From here on there are an endless amount of possibilities on how you
choose to win. In a short and fast statement. You build Tier 2 and 3
units to attack the opposition and replace current defenses, you
expand to control as much of the map as possible and beat the
opponent. This is one way of building up to a mid game position and
being in a good position.
But since there are no hard and fast rules, you are left to decide
which playing style suits yourself. After playing like above,
you will be at about the mid game stage. Where it is up to you how
to win. to do from here may
want to try these basic strategies first before reading further.
Other
possible modifications to the above playing style are the slow grueling defense massacre. You build a
factory, produce tier 1 units and play similar to before. But
instead you don't rush to build tier 2 or 3 units and attack. But
you instead build many of the tier 2 or 3 defense structures in long
lines behind walls. And slowly progress around the map. This
strategy takes a long time to win, but does so very successfully and
there is little chance is losing a battle. Only play like this if
you like long drawn out games.
The early
mass rush. Dreaded around the world, you quickly pump out mass's of
tier 1 units and attack the opponent as quickly as possible.
Possibly out numbering his early defenses easily crippling him. When
at this time the second wave hits. You build the same as the first
to begin with, but start sending waves of attackers over to his
base, you expand quickly to control as much mana as possible. Not
worried at all about defense. The only drawback to the mad rush is
people hate it, and if your rush fails to win within 30 minutes
you've probably lost the game.
In the basics
we have had a look at how to build a formidable base defense, and
how to start your road to victory. As well as 3 different
modifications to alter your playing style to suit your needs. The
first one described in great deal at the top ( defense then offense
), the mass defense and the rush are all formidable options in the
game of war.
Armies
We will now take a look at each army and see their advantages,
disadvantages. Weaknesses and pitfalls. So you can choose your best
weapon and also so you know what to expect of the enemy.
Aramon
( Earth ) Advantages:
You have many
types of Knights at your disposal, use them to your advantage. Flank
opponents troops, run away fast when you are in a lose, lose
situation.
The aramon's
trebuchets have a huge range. The longest in the game in fact. So
use these in combination with scouts so you can see all and shoot
all.
These guys
builders can put up a fight too you know. It's not recommended you
charge into war with builders, but its good to know they can do a
tiny bit of damage.
Varied ground
attack forces, arrows, swords, cannons. Many types, and in many
varieties.
Aramon is a
side with a fair amount of good anti air weaponry. Mage Archers are
very good anti air and watch towers work well also. Disadvantages:
Aramon has
the weakest air
force in the game. This lets other races have a major air superiority
in any game you play.
When you play
Aramon you have the least versatility in your gaming style. You are
pretty much stuck into a early game defensive play type approach. Veruna
( Water ) Advantages:
Largest sea
born fleet in the game. Not surprising as they are in fact water.
They offer
the most warped, and under priced, over powered air unit in the
game. The Dirigible. Swarms of these kill entire worlds you know.
Cheap Units,
veruna have many excellent, and undercost units, in comparison to
other armies.
Don't let
their main aim fool you. They have some of the best ground based
units in the game. And their tier 3 units and some of the most
deadly. Take the amazon knight, one useful thing to do is take
several of these. Charge at a few enemy units. Then retreat, they'll
follow not being able to fire, and your knights can keep firing
while running.
You monarch
can swim. So if you need to get past a little water. Just take the
dive and swim to the other small islands that your opponents cant
reach.
With all of
their other advantages come the strong defense towers. They pack a
punch, you can choose from a wide variety of turrets. Disadvantages:
No long
randed mobile ground unit. That fires nice power packed shots.
Monarch is
the weakest of the monarchs and can be killed quite easily.
Enclaves are
the most expensive tier 1 building structure in the game. Giving you
a slower start than other armies.
You have no
high power unit with loads of defense points at your disposal. Zhon (
Air ) Advantages:
Unit Builders
are mobile and therefore can get closer to the enemy, and pump out
mass units right in front of him.
Lodestones
are 3x as strong defensively as other armies lodestones.
Flying
Monarch lets you move quickly around mana spots early on in the
game. And lets you spread out over the entire map very fast.
2 Powerful
units at your disposal. The stone giant, which is a mobile indirect
fire artillery unit and the kraken with is the most cost effective
anti ship weapon in the game.
Very cost
effective tier 1 combat units. Disadvantages:
Unit Builders
have alot less armor than other building structures and thus die
alot more quickly.
Tier 1
Builder ( Beast Handler ) cannot build other Tier 1 Builders ( Beast
Handlers ).
For the army
of air, their air units are somewhat expensive and weak.
They don't
have walls, or gates or any early or mid game artillery units. They
also only have a limited about of effective ground forces. Taros
( Fire ) Advantages:
Invincible
and Invisible. Lokken can cloak. Although he doesn't have the button
to cloak. You can cloak him by selecting him and hitting the K key.
While standing still and cloaked he uses no personal mana. Therefore
he can stay cloaked while still indefinatly. But if he moves he will
soon drain mana and become uncloaked. That means if you cloak him
and stay still. The enemy will have to walk very close or right into
him to see him.
Dark Mason
and Lokken can build any of the tier 1, 2, or 3 building factories.
And the tier 1 structure is the cheapest in the game.
Sky Knights
are the second most powerful air unit in the game. Blade Demons (
Tier 3 ) and Executioners ( Tier 1 ) are powerful and cost effective
melee units and Fire Demons are excellent medium size/cost artillery
units.
Alot of
Taros's ( Fires ) units have area affect spells. Disadvantages:
Black Knights
and Skeleton Archers are weak inefficient ballistic units.
You require
three production facilities to produce a varied selection of ground
units. You have no indirect fire artillery. And no late game hard
hitting artillery units. Like the Trebuchets.
Temples with
cheap take the longest to build of any production facility. You also
have no cost effective way of dealing with ships.
Sea Fort
Build Cost: 2,340
Build Time: 585
Hit Points: 19,064
Built by: Kirenna or priestess
Builds: Skiff, harpoon ship, flagship, transport ship, man of
war, trebuchet ship
Lodestone
Build Cost: 304
Build Time: 123
Hit Points: 5680
Mana Storage: 1000
Mana Output: 10/20/30
Sight Distance: 125
Built by: Kirenna, Priestess
Divine Lodestone
Build Cost: 7655
Build Time: 1119
Hit Points: 15092
Mana Storage: 2000
Mana Output: 20/40/60
Sight Distance: 125
Built by: Priest of Lihr
Enclave
Build Cost: 2,116
Build Time: 499
Hit Points: 16,516
Built by: Kirenna, flagship, or priestess
Builds: Parrot, warrior, crossbowman, catapult, priestess
Citadel
Build Cost: 8,192
Build Time: 1,655
Hit Points: 28,852
Built by: Priestess
Builds: Musketeer, berserker, amazon knight, dirigible,
crusader, priest of Lihr
Lodestone
Build Cost: 299
Build Time: 85
Hit Points: 5680
Mana Storage: 1000
Mana Output: 10/20/30
Sight Distance: 125
Built by: Lokken, Dark Mason
Divine Lodestone
Build Cost: 7399
Build Time: 1055
Hit Points: 15029
Mana Storage: 2000
Mana Output: 20/40/60
Sight Distance: 125
Built by: Dark Priest
Abyss
Build Cost: 5,687
Build Time: 1,411
Hit Points: 23,020
Built by: Lokken, dark mason
Builds: Dark mason, weather witch, fire demon, iron beak,
skeleton archer, mind mage
Gate
Build Cost: 421
Build Time: 165
Hit Points: 15666
Built by: Lokken
Wall
Build Cost: 109
Build Time: 95
Hit Points: 4000
Built by: Lokken, Dark Mason
Cabal
Build Cost: 1,688
Build Time: 512
Hit Points: 16,588
Built by: Lokken, dark mason
Builds: Zombie, gargoyle, executioner, black knight, dark
mason
Temple
Build Cost: 8,251
Build Time: 1,844
Hit Points: 29,941
Built by: Lokken, dark mason
Builds: Dark mason, blade demon, fire spouts, sky knight, fire
mage, lich, dark priest
Fire Spout
Build Cost: 944
Build Time: 175
Hit Points: 3,000
Weapon Damage: 610
Weapon Range: 255
Weapon Reload Time: 3
Radar Coverage: 500
Sight Distance: 169
Built by: Temple
Mind Mage
Build Cost: 2,947
Build Time: 419
Hit Points: 3,800
Max Mana: 1,000
Mana per Shot: 300, 500
Radar Coverage: 420
Sight Distance: 200
Built by: Abyss
Lich
Build Cost: 744
Build Time: 139
Hit Points: 3,600
Weapon Damage: 800
Max Mana: 1,000
Mana per Shot: 250
Weapon Range: 60
Weapon Reload Time: 2.7
Radar Coverage: 0
Sight Distance: 99
Built by: Temple