the witches are out of standard lw ranges, and are there to apply pressure, not truly meant to rush in 1st turn, unless they are attacked. The beast rider can get anywhere in 2 turns, and the scout can hit any tile on the board. The muddy is also out of standard lw range, and is also meant to invite attackers, which can be easily frozen.
Using the frosty to freeze lw is a good 1st turn move, on opposite side games, move the middle knight as far to the opposite side as possible, then move muddy, then BR. Leave the scout there if it is un-threatened and save it for finishing clerics or defocusing other units. The witch on the right is great for keeping scouts in the back lines, and a counter attack is not likely. But face it, if there was one, you have a frosty with enough defense to beat out any attackers left.
In summary, in the beginning, aim for the opponent's clerics, witches, and scout when you can. You should be able to clean up with knights and frosty after.
Comments
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Jeannette
They can't chase your scout with more than 1 units because it would only leave 1 hole in the wall, and even if they get a scout frontal with their own scout, chances are that their scout is dead too.
lol, it seems u luv dual witches as much as i do. lol
shame on the haterz that criticize the strategic power of double withces!!!