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Key: 1-4
Attack Strength |
Defense
Strength |
Mobility |
Ability
to Identify other units |
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of War Forum.
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. |
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. |
Back to top
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. |
|