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Strategy Guides
Select the clan you would like to view.

Key: 1-4
Attack Strength  Defense Strength Mobility Ability to Identify other units
 
 
Humans
3
1
4
2
Brood
3
3
3
2
Mystics
2
4
2
3
Undead
2
3
3
3
Allied Forces
4
1
3
3
Barbarians
3
3
3
1


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The Humans were the original clan.  Though they have gone through minor changes over the years, their units have remained essentially the same since the beginning.

Strengths & Weaknesses: 
The Humans are extremely mobile, and thus are able to make adjustments to defenses and attacks rather quickly.  With the aid of the Air Ships, multiple units can switch places in a matter of 1or 2 turns.  As a mobile clan they can be very useful in an alliance game when paired with a strong attacking clan.  They can easily get into action and offer assistance where needed.  And the Paladin is always ready to “Town Portal” back to camp when it becomes threatened.

The Humans have a strong attacking force against lower ranked units (6 and below), but not so strong against the higher ranks.  Their defense is sufficient, but can easily be overcome if the Ballista or Paladin is captured.

Rank & Unit Name
Recommended Usage
0 - Commander The Commander is best kept towards the back-center section of the camp where it can be close to strong defenders, but not in the way.
1 - Cleric The Cleric is most useful when kept close to the Cavaliers and Archers.  The Cleric can “Bless” a unit up to three spaces away, so a Cleric towards the center of the camp can reach most units.  The Cleric is best kept towards the front when confronting opponent clans with magic type explosive units (Flares and Runes), which the Cleric can easily dispel.
2 - Footmen The Footmen are best used as defensive units since they are easily identified when moving, and are easily weakened if any are lost.  Keep them close together, and out of the way (generally towards the back of the camp).  The Footmen become especially useful towards the end of the game if the opponent’s high-ranked units have been captured.  They can easily stop a middle-ranked unit (6, 7, and 8) from running in and taking the Commander.
3 - Guards The guards make excellent defensive units, and are best kept on the borders of your camp.  This way they will keep pesky low-ranked units from entering in.  Keep a high-ranked unit within two spaces if you suspect a larger target entering.  If it is able to capture your guard, it will be worth the detour.
4 - Pikemen The Pikemen are extremely powerful against air units.  Keep one of them towards the back of your camp where it can keep unwanted flying visitors out.  The other should be used to pursue flying units of higher ranks only when you are certain where they are.
5 - Archers The Archers are excellent for picking off low-ranked units that approach, and are also useful for identifying units.  Keep at least one of them towards the front where it can find out what things are, and pick of enemy “10” killers (weak units that can capture a “10”).
6 - Cavaliers These units are quick, and as such should be ready for taking out powerful weapons (such as a Catapult or Siege Turret) that may move up to take out high-ranked units.  If kept towards the end of the game they can become extremely powerful for running into the opponents base and capturing his “0” ranked units unawares.
7 - Ballista The Ballista is the key to your high-ranked unit defense.  You may find yourself in trouble if you lose it.  Since it is weak, try to keep it away from the edges of your camp unless you can surround it with powerful units.  Occasionally it can be used as a powerful attacking units, but use caution when doing so.
8 - Mage In the absence of the Ballista the Mage may be needed to take on the defensive role, though not nearly as affective.  The mage should be used towards to beginning of the game to take out low-rank units with the Ice Storm.  When kept close to the Paladin, powerful units can be frozen, and then cured (thus converted to your team).  Be sure to give the Mage ample protection, as he is extremely weak to attacks.
9 - Knight The knight should be used for attacking high-ranked units, but should always be backed up by the Paladin, Ballista, or Mage (listed in order of priority).  The Knight should not be sacrificed in trade for most “9” ranked units.  Beware of others doing the same for yours. 
10 - Paladin The Paladin should generally be in range of the Ballista for backup.  He may be sent in for attacks if you know where your opponents “10” killers are located.  Sometimes a quick attack to the back of someone’s camp can be useful since the Paladin can return to his camp at any time.  One tactic is to always keep your Paladin at least one space outside of your camp, then he can easily portal to the other side of your camp when needed.  If you lose your Paladin, your defense may be in serious trouble. 
X - Air Ships The Air ships can help keep your camp arranged with the needed defensive and offensive arrangements as changes are made necessary.  Though difficult, if played right the Air Ships can bring in a strong attack to an opponents weakened side.  Air ships may be placed towards the center of the camp.  Since units may travel under the air units, they will allow some breathing room. 










Brood
The Brood, originally known as the Orcs, is the second oldest clan to the Humans.  The Brood, unlike the Humans, has been through significant modifications over the years, though many of their units have remained the same.

Strengths & Weaknesses:
The Brood is a very well balanced clan with neither a huge strength nor a huge weakness.
   

Rank & Unit Name
Recommended Usage
0 - Overlord The Overlord is best kept at the back of the camp surrounded by the Goblins with a Berserker enclosed as well.  The Berserker should be positioned such that it can attack if any of the Goblins are attacked and captured by a “10” ranked unit.
1 - Zeppelin The Zeppelin is most useful towards the beginning of the game when few units have been identified.  If you can get it into an area where you suspect several upper ranked units are, it may be worth the sacrifice.  If you are against a clan that has weapons, the Zeppelin may better serve you by waiting for an opportunity to disarm such.
2 - Goblins The Goblins are best kept at the back of the camp to surround the Overlord and a Berserker for backup.
3 - Gnomes With the aid of their Land Mines, the Gnomes are strong attacking units but should be used carefully as they are weak to enemy attacks.  One Gnome can be used towards the beginning of the game to pull of an unexpected quick attack, but the other should be kept back until more units have been identified.
4 - Berserkers Because they are slow, one Berserker should be kept towards the front where it can easily defend your Minotaur.  Be careful, however, that it is not in range to be picked off by any long range or quick low ranked units.  The other Berserker is best kept to defend the back of your camp.
5 - Hydras Because of their ability to attack diagonally, not as a long range attack, the Hydras are powerful units for capturing air units.  Keep one towards the front of your camp, and the other towards the back so that they can protect the entire camp from entering air units.
6 - Wyverns The Wyverns are powerful attacking units for eliminating lower ranked units, and for identifying higher ranked units.  Since the Wyverns are not crucial to the Brood’s defense, they can be sacrificed if necessary.  The Wyverns are especially powerful when attacking from forest spaces.
7 - Ogre-Mage The Ogre-Mage is one of your best attacking forces.  It should be used to push your opponent's upper ranked units back by setting Runes in front of it.  Be sure that you know which units are within range of your Ogre-Mage, or that it is backed up by your Minotaur.  An extremely powerful tactic is to set a rune and stand next to it, then on the following turn you can set another rune next to the first then attack the first thus triggering the second immediately.  Do not sacrifice the Ogre-Mage for other 7's, and beware of others doing the same for yours.
8 - Troll The Troll is a strong defender, especially against units with shared turns since the Troll can attack two units at once.  The Troll is one of the strongest long range units, and is thus powerful for keeping other upper ranked long range units away.  Keep the troll at the front of your camp, but be sure to keep it backed up when anything gets too close.
9 - Wolf Rider Because of it's low defense, the Wolf Rider should be kept off the front line of your camp, and kept mostly for defense.  If given the chance, it should be sacrificed for most other 9's.  If you lose your Wolf Rider, your camp will be extremely weak against other 9's.  In this case you will need to keep your 10 back for defense.
10 - Minotaur The Minotaur is difficult to back up, and thus should mostly be used to back up other units (especially the Ogre-Mage and the Troll).  Use his special attack when possible to avoid moving into the space of a unit that is backed up.
X - Shaman The Shaman are best kept as a last resort backup.  Keep them lined up with each other, and spread out to cover the best range possible.










Mystics
Orinally part of the Allied Forces, the Mystics broke off from them and several new units were added.

Strengths & Weaknesses:
The Mystics have, perhaps, the strongest defense of all.  Their attacking force is somewhat weaker, and their mobility is decent.
   

Rank & Unit Name
Recommended Usage
0 - Wood Spirit The Wood Spirit should be kept at the back of the camp where it will be out of the way, but protected by the Dendroids on all sides.
1 - Sprite The Sprite should be kept on the second or third row of your camp where it will be ready to take out approaching 10's, but protected from lower units.  Care should be taken to ensure it is kept out of the range of long range units as well.  Because it can travel over other units and obstacles, the Sprite can be very powerful at catching a 10 off guard across a water space or over another unit.  If you do this, be sure there are no other units within range that could pick it off.
2 - Pegasi Keep the pegasai spread out throughout your camp.  They can be used to scope out the enemy and identify what units are approaching.  They can also be used to imitate other units and mislead your opponent.
3 - Gargoyles The Gargoyles can be used to block off the entrance to your camp on one side while transformed into Stone Gargoyles.  Then your defense can be focused on the other side of your camp.
4 - Medusas Keep one of your Medusas towards the front of your base.  They are especially useful for turning units to stone that can be resummoned, thus they will not be able to resummon them.  These units are typically sent out near the beginning of the game to scout out the enemy.  This is your opportunity to turn them to stone and be rid of them.  The other Medusa can be kept for later on.
5 - Dendroids Place the dendroids in the center of your camp, spread out such that they can bind a unit on almost any space in your camp.  This way you can prevent almost any units from entering your camp.  On occassion a Dendroid can be brought forward to cacth a powerful units off guard
6 - Wood Elves Keep one Wood Elf towards the outside edge of your camp and use his long range attack to identify units from a distance and to capture any pesky low ranked units.  It's also a good idea to keep one towards the center of your camp for backup against air units.
7 - Wolf The Wolf can be useful towards the beginning of the game for killing off low ranked units scouting out your army.  The Wolf can easily stay out of harms way by attacking a unit then retreating in the same turn.  This is especially useful against units that are being backed up by a long range unit since the Wolf can capture the unit and still move out of the line of fire.  If kept towards the end of the game when most upper ranked units are captured or identified, the Wolf can easily rush into an opponents camp and capture the "0" ranked unit.
8 - Unicorn The Unicorn may be used in an attack if kept close to the Druid.  The Unicorn also makes a very strong defender and is critical in the absense of the Druid.
9 - Griffin Rider The Griffin Rider is excelent for capturing air units on a forest tile.  Because of its high speed it is also very good at capturing other clans 9's and should be traded for such if necessary.  Be sure to never move in range of what may possibly be a long range unit.
10 - Druid Use the Druid to back up other units, especially the Behemoths which can be summoned and used as an obstacle between you and your opponents' 10's.  Be sure to keep the Sprite within range of your Druid for backup when facing another player's 10.
X - Dryads Keep one of your Drayds on the edge of your camp close to a forest so he can be used right away.  The summoned Ents will be most useful towards the beginning of the game when they can be used to identity upper ranked units, and capture lower ranked units.










Undead
The Undead have been through more changes than any other clan.  They are extremely unique in their abilities, and were thus more difficult to perfect.

Strengths & Weaknesses:
The Undead, like the Brood, are pretty well balanced with decent defense, attack, and mobility.
   

Rank & Unit Name
Recommended Usage
0 - Grave Keeper The Grave Keeper should be kept at the back of your camp where it is out of the way, but near a Gatekeeper so that strong units can quickly move to protect it when threatened.
1 - Ghoul The Ghoul should be kept back one or two rows from the front line where it can back up the Wraith or Vampire without putting itself in danger's way.  Sometimes a Ghould can catch a "10" ranked units off guard when jumping over an obstacle space or another unit (such as a Skeleton which makes a great wall).
2 - Skeletons The Skeletons should be used at the beginning of the game to help identify units.  They can also be resummoned and used as protective walls for the Lich or Ghoul when moving in for a closer attack.
3 - Death Knights Keep the death Kinghts next to key defensive units where they can create Rings of Darkness.  Protecting the Gatekeepers is especially powerful.
4 - Necromancers The Necromancers should be placed in order to easily resummon new Skeletons (probably towards the center or sides of your camp).  They should also be positioned in such a way that they can attack a large number of spaces in your camp for protection against air units.
5 - Ghosts Because of their high speed, the Ghosts are very useful at picking off pesky low ranked units towards the middle of the game.  The Ghosts can also be sacrificed in order to identify important units.
6 - Werewolves The Werewolves are most useful towards the beginning of the game when they can turn opponents' scouting units into Werewolves.  Keep one of your Werewolves towards the front of your camp where it can be used early on in the game.  The other Werewolf should be kept back for defence for the end of the game.
7 - Bone Dragon Because of its ability to attack air units, the Bone Dragon is an extremely useful unit for killing other air units.  Because of its high defense in can move into diffidcult situations.  Keep the Bone Dragon backed up by the Wraith or Vampire when necessary.
8 - Lich The Lich is a strong attacking unit, especially towards the beginning of the game when your opponents' units are grouped close together.  A quick attack at the beginning can easily catch an opponent unprepared and pierce in the heart of his defense (many times capturing an unexpecting air unit).  Because of its low defense, be sure to keep the lich behind a strong protective wall of stronger units (weaker units like the Skeletons can work well as a temporary wall as well).
9 - Wraith Because of its ability to travel over units and obstacles, the Wraith can catch many units off guard by jumping over a water or rock tile.  In the absence of the Vampire the Wraith is imperative to the Undead's defense, and should be backed up by the Ghoul.
10 - Vampire The Vampire should be used to back up other units such as the Bone Dragon, and Lich.  In the absence of the Wraith the Vampire is imperative to the Undead's defense.  If all of an opponent's units that can capture the Vampire have been identified and can be avoided, the Vampire should transform into the Bat and make a run for the back of an opponent's base where his "0" ranked units can be captured.
X - Gatekeepers Keep one Gatekeeper towards the back side of your camp near the Grave Keeper, but allow plenty of room around it for units to portal back and forth.  Keep the other Gatekeeper back one or two rows from the front of your camp on the opposite side near strong defensive units.










Allied Forces

The Allied Forces were originally a combination of what is now the Mystics, and the current Allied Forces.  After the split, the Allied Forces were left with very few of their original units, but were reinforced with some of the most efficient units ever created.

Strengths & Weaknesses:
The Allied Forces have the strongest attack force of all the clans.  In addition to their strong attack force they have good mobility, and are able to identify opposing units quite easily.  Be careful, however, their defense is not among the strongest of the clans, especially against opposing players' 10's.  If the Giant and the Crusader are lost or away from your camp you could be in serious trouble.  
 
Rank & Unit Name
Recommended Usage
0 - King The King should be kept towards the center of your camp near your defensive line.  It can also be placed towards the back and surrounded by barriers with the Siege Turret aimed one space away from the barriers.
1 - Assassin In rare occassions the Assassin can be uased to capture a "7" early in the game by moving into danger's way unnexpectedly.  Most of the time, however, the Assassin should be saved to capture an enemy "7" rushing in to capture your King.
2 - Dwarves Place the dwarves in the line of fire of your Siege Turret so they are in your enemies way.  Since they cannon be captured by a long range attack, your enemy will have to move into the line of fire to get your Dwarves out of the way.
3 - Axethrowers Keep one Axethrower towards the front of your camp, and the other towards the back.  The Axethrowers are critical in your defense against air units.  Try to keep their location secret until necessary.
4 - Mercenaries When placed at the front of the camp near the Crusader, the Mercernaries can be used to rush in to an opponents camp to identify units and capture low-ranked units.  If the Mercenaries are lost, simply rehire them using the Crusader.
5 - Harpies Harpies are excellent for scouting out enemy units in the absence of Mercenaries.  Move them to forest or fortress spaces and launch attacks from there.  The Harpies are also very useful for capturing quick units sent in to take out the Siege Turret.
6 - Nagas Nagas can be very useful attacking units when backed up by a bigger unit.  They can not only find out what things are, but they can also do a decent job of capturing as well.  One Naga should be kept back for defensive puroses.
7 - Siege Turret The Siege Turret is more of an offensive weapon than defensive.  It should be placed behind strong defenders or possibly barriers, and used to create a firing line where the larger units can safely stand and push into the enemy's camp.  Don't plan on moving the Siege Turret for the duration of the game (see also Zealot, Sorcerers, and Dwarves).
8 - Zealot The Zealot is crucial to your defense if the Crusader and Giant are being used offensively.  An alternate tactic is to use the Zealot while backed up by the Giant or Siege Turret to set flares that will pierce deep into your opponent's camp.
9 - Crusader Place the Crusader at the front of your camp where it can continue to summon Mercenaries to identify your enemy's units and capture low-ranked units.  The Crusader should be kept close to the Giant where they can back each other up.  If the Giant is lost the Crusader must take on a defensive role.  If both are lost, you may be in serious trouble.
10 - Giant The Giant is possibly the best "10" ranked unit because of its ability to travel over other units and obstacles.  Keep the Crusader close by to back the Giant up in stick situations, but be ready to jump over another unit in order to capture an unprepared enemy "10".  The Giant is also very useful for capturing air units that move in for the attack.
X - Sorcerers The Sorcerers should be used to create barriers early on in the game.  The barriers can be placed to either block off an entrance into your camp, or to block an area that forces enemy units into the line of fire of your Siege Turret.
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Barbarians

The Barbarians were the final and crowning clan for the longest time.  As a  clan that was designed after years of game-play experience, the Barbarians were made to fit the game in every aspect.  This is a well planned clan.

Strengths & Weaknesses:
The Barbarians are fit to meet just about any challenge.  They have a decent attack, defense, and mobility among their units.  The Barbarians are less concerned with finding out who their opponent is, as they are about jumping in and crushing them.
 
Rank & Unit Name
Recommended Usage
0 - Captain The Captain should be kept towards the center of your camp where it can be close to strong defenders, but out of the way.
1 - Scout The Scout should be kept back one or two rows from the front line where it can back up the Raider or Roc without putting itself in danger's way.
2 - Peasants The Peasants are crucial to the Barbarian clan.  Start the game with a Peasant near each water space where they can quickly build destroyers.  Keep another Peasant near the front of your camp, and the last one near the center of your camp.  These two should be used to build guard towers.  The guard towers and destroyers are a critical part of the Barbarian's force and should be used to capture low-ranked units, to identify other units, and to take out air units.  Without the guard towers and destroyers the Barbarians will have a hard time coming out on top.
3 - Axemen The axemen can be sent in as decoy's or used as barriers between you and an enemy unit.  They are not important to the Barbarian defense, and as such are expendable.
4 - Orcs The Orcs are very useful for taking out an enemy "6" or "5" ranked unit.  The Orc should be used to push into a situation where it will be lost, but can do some damage on the way.
5 - Marauders The Marauders should be saved for two key purposes.  First, they should be used to rush in and take out an enemy siege weapon.  Second, if the location of the enemy's "0" ranked unit is known, the Marauder should move in slowly (so as to not give away its identity), and when it's within reach, rush in to capture the enemy "0" ranked unit.
6 - Cerberi If an enemy has units with shared turns sent in to identify your units, a Cerberus towards the front of your camp can quickly remove them.  The Cerberi are particulary useful if saved towards the end of the game where they can be used to ruch into an enemy's camp and quickly find the "0" ranked unit.
7 - Marksman Place the Marksman towards the front edge of your camp.  The Marksman is a key offensive unit.  Use him to pick off advancing units and to identify the top units.  With the Raider backing him up, the Marksman can advance far enough forward to send a devastating arrow deep into an enemy's camp.
8 - Catapult The Catapult is an important part of your defense.  If lost, you will need your Roc and Captain to take on the defensive role. Since the Catapult is weak, try to keep it away from the edges of your camp unless you can surround it with powerful units.  Occasionally it can be used as a powerful attacking unit, but use caution when doing so.
9 - Roc Initially, keep the Roc away from the front rows where it could be picked of by a long range unit.The Roc should be used primarily as a defensive unit, but can be used to take out strong units in the forest where it will be safe to land.  If you know the location of all units that can attack air, then the Roc can wreak havok.
10 - Raider The Raider should generally be in range of the Catapult for backup.  Because he is faster than other "10" ranked units, the Raider may be sent in for attacks if you know where your opponents “10” killers are located.
X - Acolytes When confronting a clan with units that can be summoned, keep one Acolyte on either side of your camp towards the front.  Otherwise, keep them both towards the back of the camp where they will be out of the way.