Simple Ideas

Valor Combat Units Guide

Video Games | July 10, 2012

The combat units in valor are not that quirky, but you do need a basic understanding as there are trade offs and some surprising asymmetry between the units. So here we go.

You start off with the basic unit, the lancer. And a few zerks. You have lancers researched at the start of the game, so you can build more without a forge. The lancer is the backbone of your early game and also your late game defense. It is a very good defensive unit against cavalry. It is almost totally useless on offense. But you can use it to "farm" barbarians early in the game and that use is critical to success. The game is mostly resource management early on and the you will lose lancers farming, but if you only lose a couple and can haul enough resources to build more, you are good. Since lancers cost a lot of wood and little iron, I build out out the wood and clay operations fast and let the iron mind build slower, then "convert" wood into iron when I lose a few barbs farming a city that still has the walls up.

I like the scout unit. It can't carry any resources, but i can get an idea if a city is worth farming. Early on the scout can only see resources in a 3 level research world. So I upgrade these to level two as soon as possible, then I can see the buildings, especially the wall level as that determines unit losses after you have "cleared" a city.

Next up from the stable is the knight. These are the fastest units in the game. They haul a lot. And they are good on offense. Terrible on defense. So these are used to "farm" outlying cities. I typically farm the close barbs with foot soldiers, then farm the farther away cities with knights as the game moves on. In time, i plan to lose all the knights and replace them with guardians as that is the elite late game unit. Here is the problem with the knight. You would think 500 knights inside a walled city could easily handle 500 attackers. In fact 300 attacking knights can win vs 500 defenders if the luck rolls the right way. Hence I send the knights out when I see an attack coming in, I send them on a farm run until the attack passes. This is the same with zerks.

Zerks are the best offensive infantry you have. They require an upgrade, but there are some players who build 10,000 zerks as their late game army. So don't dimiss them. And they work well when teamed with knights or guardians.

The sentry is the least used infantry. Terrible on offense, it does help defend mostly against zerks, some against cavalry. I like to have some of these around as part of my defenses, but many others don't use them at all. My thought is that variety of defensive units makes you a tougher target to attack. A city that builds only 1 or 2 types of units generally can be countered easily.

Rams and ballistas are up next. The ram is valued by farmers. You need to knock down the barbarian walls to farm with minimal losses. So I keep these around to knock down walls as they appear. The barb cities build randomly, so you may have to knock down the walls on a city once a week to keep your losses low. The ballista is a little different, you can use this to attack walls, but it can also target other buildings in the city. If you want to "farm" a player, you use the ballista to wipe out his farms, Then he can't build anything and you can swipe his resources. I don't do this, but I've had it done to one of my cities. The defense to this "farming" is to get your hiding place built early, get your wall up and strong early and oh yeah, join a strong guild so few people will mess with you.

The last unit is the scholar. That is the city conversion unit. It moves very, very slowly. Since your attack force moves as slow as the slowest unit, this really limits your ability to take cities at a distance. Basically if you want to "move" across the map, you take a city, build an academy and then take your next city from the new academy. This game does not move fast, due mostly to the academy. But that is integral to the game as you have lots of time in "real time" to do strategy and figure out how your group will operate. I'll cover that next in the write up on the guild system. Because as much as the early game is about resource management, the end game is all about the guild.

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