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Submitted by System on 09/03/2006, 09:50. Print file.
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a long time and it has the percentage of - 50% that they can take down the whole enemy base and 50% they can really slow down your enemy giving you a bigger edge in the game. While your force march to your opponent's base continuously train Berserkers and Pitch Slingers with Shale Armor." -
^Evil^Tyrant^Gyl^

"Shale Armor Rocks!!! Train a bunch of Berserkers and Sledgers and give them the Shale Armor BG. And watch them tear a whole base down even sweeter when encountering Lotus Units" - ^Puppet^Master^

"When defending I prefer putting Pitch Slingers up on watchtowers than
Ballistaman I make use of their Totem BG Slow+Higher Damage for Wolf Units pretty sweet. Mix in with Maulers that has the wrecking ball BG the slow effect will annoy most units plus better chance for the Maulers to pack big damage." - Natures_Fang

"Werewolf... though some would prefer Berserker with Shale Armor. They're better melee fighter than the Berserkers though scattered resistance much like Samurais and Ronins good things about this guys are their Stamina they could run back for defending without spending all their stamina when running and they could bring 2 pack wolves with them." - ^S(=)!nJ@^BI_aD3^

"Berserker, Sledger and Druidess a heck of a team. Druidess for entangling enemies giving the Berserker and the Sledger to deal damage or the Sledger can use his Stun Slam BG much like using Flash Powder." - S#L#A#S#H

"Ballistaman with the Totem BG mixed with Berserker/Werewolf and you got a great team makes me think about the Shack and Kobe combination. The Totem for slowing and giving your melee units bigger advantage during battles and
Berserkers/Werewolf for cleaning up the job." - ^Wolf^Cry^

"Wolf Clan is very good at melee combat even their 1st level units are good at it. Brawlers and Maulers are better with their Zen Counter Punch
(Brawler) and Wrecking Ball (Mauler). Brawlers' Zen Counter Punch BG makes short work of those pesky Zen Heroes much like swordsman's Glass sword BG.
The Wrecking Ball Works even better against Wolf units or those units who just swarm in like Kabukis to use their overpower Flash Powder BG." - Ezreal
Empire

"I love this clan mainly because of the ability of Gaihla to speed up rice production. This makes the Wolf Clan good under the condition of slow Rice
Production giving you better advantage too bad Lotus' Zymeth can be better at this times." - ^The Nymph Gaihla^

Having difficulties where to set up your defense? Circumstances such as these could probably happen when you're using a kind of terrain (a plain or less elevated map or something). It would mean that a terrain can have several routes in and out near your camp, and in results will toggle you to build up a defense at any possibilities of enemy rush. - "Nobita Suneo
Trinidad"

Of course, no one will regret the Watchtower as a primary defense. Wolf
Watchtower can stun enemies at long radius. Stun will cost lots of the towers energy. Always build each WT away from its radius. 4 watch tower for many possible route, quite simple. - "Nobita Suneo Trinidad"

You can effectively use the scorched earth to scout at first. Scorched earth is a scouting tool (an offensive weapon in some way). Get a pitch slinger and 2 druidess w/ 6 blessings. Find and think where to place the scorched earth. Here are some of my hints. Do place it at the slope, an elevated place where no one can notice or step on it. Under the tree or even at the river, at any possible route. Moreover, place it away from your camp. Note, you can only set up to 6 scorched earth. Why will these work? Well, being prepared will bring you a more promising defense. When you see incoming troops at the range of scorched earth, you'll be alerted and prepared.
You'll want a superior defensive strategy to plan with in an area, while your enemies are still far. It's up to you what unit will you use for defense.  My best defense is a school of ballistamen (8 or more, grouped together, w/ eagle eye upgraded), teamed up with druidess (5 or more, upgraded w/ mothers earth, I usually scatter them). Use melee units too.
When encountering CPU Lotus, use berserker with shale armor as your melee.
If you have time, match a wolf in every ballistaman to protect them from rushing melee opponents in addition to the entangle ability of druidess.
Using totem can be more effective, fire it where a battle between 2 melee counterparts take place. Caution!!!. Staff Adept can absorb missile weapons, be sure to park your melee units. Also when encountering Samurais w/ dragon skin. Tip:), during the battle, if you have summoned Gaihla, you can use her to heal all your damaged ballistamen in a large group. Press B (default BG toggle) to use Gaihla's healing ability. Let her stand and do nothing
(Hotkey, O) Behind your ballistamen, never let her engage at the battle. -
"Nobita Suneo Trinidad"

Anti flashpowder boys(kabukis w/ flashpowder bg strategy) for me i think the best defense against kabukis who love blinding everybody is to make sure they don't even come near you. how? i've been discreetly testing strategies on my friend who plays dragon(and he loves kabukis). i've noticed that he would attack me w/ at least 4 kabuki warriors(with flashpowder of course) and a huge band of archers with the fire arrows bg. now what he would do is lure my melee fighters(berzerkers, sledgers, etc...),blind them then have his archers peck them to death, then he would start burning my buildings. i noticed that my druidesses weren't doing anything, they were just waiting for either the archers of the kabukis to kill them. i've put into mind that melees are can do nothing about those kabukis so i tried putting my druidesses in the front line(sounds crazy?). when the kabukis came rushing in they were all entangled then my melee fighters came and finished them, then the archers. * summary: no matter how powerful a melee unit is(except maybe a zen master) he has no or very little chance of withstanding flashpowder attacks. as much as possible avoid contact with these guys. build lots of druidesses to hold them then finally have your melee to kill them. believe me you'll save many of your melee units' life - "Ian Golamco"


The strategies found below are taken from www.battlerealms.ubi.com. I claim no copyright with the strategies below.

Use Shale Armor! - While the Wolf Clan has fairly scattered resistances to help develop a rounded army, shale armor is still going to be very effective on anyone you don't plan on giving the blessing Battle Gear to. This strategy is also effective for primary damage units even if you are using the other Battle Gear. You can use the men with Shale Armor to buffer those with none in order to pull off other Battle Gear, some of which take a moment or two to operate. This is also effective early on since the Shalery is relatively low on the tech tree, and it will make your units that much harder to kill when your opponent doesn't have any techniques or Battle Gear yet.

Siege Units - Use siege units effectively. Much of the Wolf Clan's power comes in the form of siege units (a siege unit is one which does lots of damage to buildings). If you are having a tough time with an opponent's defensive line, there's nothing like sledgers, maulers, and pitch lingers with shale armor to take down those towers. Also, once you have access to the Shale Lord, no one takes down buildings like this guy. If you were using a siege strategy I would also recommend getting the upgrade to damage for sledgers (Petrified Wood).

Switch Battle Gears - Don't underestimate other Battle Gear. Many people will, after witnessing a nice improvement in combat performance, tend to stick with Shale Armor. Try using the other Battle Gear. While your units might not be quite as tough, effective use of things like Wrecking Ball and
Totem can be equally effective. Stun Slam is very effective to give you some time to use other Battle Gear or just wail on some of the tougher units.
Scorched Earth reveals a huge line of sight (more than most units will) and is therefore an effective scouting tool. If they aren't paying attention they might step on it and take some damage as well. Totem is very handy for defense. You can just set one up next to a tower, and then add in the slow effect of the tower and units for defense and its pretty nasty. When the enemy outnumbers you, Wrecking
Ball works well since you hit multiple Opponents as they surround you to attack.

Free Units - The Wolf Clan actually has two ways to get free units for its army. First is the Lycanthropy Battle Gear, which, if used correctly when a berserker is about to die, will instead replace what would otherwise be a corpse with a brand new werewolf. The other way is through using wolves. Any wolf unit can have wolves following it. Werewolves and heroes get 2, the
Packmaster gets 3, and others all get 1. The wolves will fight alongside your men and provide many extra targets for the enemy to attack. They might not do a ton of damage, but there's nothing like watching four or five swordsmen waste glass swords on a couple of wolves.

Heal Your Wolves - Once you buy the "Herbalists" technique from the Vitality
Garden, pull your damaged Wolf units out of combat. They'll heal to 100% health if they stand still for a short period of time.

Early Rush Tactic - As soon as possible, build a Wolves' Den and get 2
Peasants to catch horses. Build up a force of 4 Packmasters each with 3
Wolves (total of 16 units, trained in the time it takes to train 4 first-tier units). Rush the enemy and engage them. This probably won't kill off your opponent, but it will severely damage his production ability, thus giving you the opportunity to build some bigger units (Sledgers, Hurlers with lava rock, etc.).

The Power of Wolves - Wolves should never be underestimated. Wolves are Rose in the Wolves' Den on fresh horsemeat. To raise Wolves, order one of your
Peasants to gather wild horses. Gathered horses will be deposited into the
Wolves' Den and used to raise wolf cubs. To give a Wolf to one of your units, send the unit into the Wolves' Den. Most Wolf Clan units can only have one Wolf pet at a time. However, the Packmaster can have up to three
Wolves and the Werewolf can have up to two. Peasants cannot have Wolves, and will instead train into Packmasters upon entering the Wolves' Den. That pet will fight and die for its master. This makes Wolves a great source of protection For all your units, especially your peasants, Druidesses, and long-range units. Although not very tough, Wolves add melee damage potential to all units. They can be very effective when used with fighting Druidesses since a Druidess has the ability to entangle an enemy, thus giving the Wolf free attacks on the opponent. Also, The Pack Master is another good unit that gets trained in the Wolves' Den. So, as a building, the
Wolves' Den has two primary uses (as opposed to the Stables in other Clans which are only used for horses). Lastly, each horse you bring in will give you two wolves.


                         ====================
Wolf Rushing Guide
                         ====================
To begin with why do we use Rush Tactic? Well, to simply gain the upper hand during a battle and to simply weaken the opponent or completely beat him/her right away. Rushing is a good idea to diminish/drain resources of your enemy and slow him/her down and possibly lead to your early victory. Mainly, Wolf
Clan specialize at rushing but an average clan when a turtled fight. Of course there are another clan who is a good rusher as well and that is the serpent clan. Rushing could set the tide in your side and may cause your opponent to defend the whole time in the game.

After Rushing What's next? After rushing it may either affect the game a lot and maybe a positive effect to you or a negative one. If the rush fails then here comes the so called "turtling" which maybe famous for most players uses this tactic and waste hours and hours defending.

Okay, enough of it so what are possible rushes? Every 1st-tier units are rush units. Like Lord Eric in the BR Forum said "Every unit is capable of being a rusher or a rushing unit only the effectiveness of it differs" meaning let say a chemist can be a rusher or maybe a swordsman can be a rusher only the effectiveness rushing with the said units differs.

Here's a basic build order for any possible rush tactics:

* Start of with 2 peasants

* Build 2 Peasants hut (1 near the water source, 1 near the rice field)

* Waypoint the Peasant Hut to the rice field and toggle off the other peasant hut that's far away from the rice field.

*Assign only 2 Peasant to gather water and the rest on rice.

*Take 2 peasants and start building any military buildings (e.i. Combat Pit, Ballistics Ground, Quarry etc...)

There! That's the basic build order. Practicing this basic strat before going further would be a good idea. After building the first military structure keep on training and training 1st-tier units until you have a decent number of it like 4 or 5 then rush them away. Note that this basic strat (strat or strategy by the way) can lead you into making your own rushing strategy. I'll be writing down some of the possible effective rushing methods and their build order, if possible, as well.


Maulers Rush a.k.a. Maulers Rush
--------------------------------
Probably the most basic but the most effective rush as a wolf clan user; decent effect against Dragon because of some units that has a high to average blunt resistance. Lotus Clan fear this as well and probably is one of their Nightmare though a serpent clan could put much of a fight but with proper managing they'll go down.

*Peasant 1 and 2 builds Peasant Hut near Rice Source
|-> Rally the P.Hut to the Rice Field

*Peasant 1 and 2 builds Peasant Hut near Water Source
|-> Peasant 1 and 2 will now be the only water gatherer throughout the game
|-> Toggle the Peasant Creation after the 2nd P.Hut is built.

*Take 1 Peasant to build a P.Hut near the Rice Source
|->  Rally the P.Hut to the Rice Field
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