Help to improve my AR defense

Ok, this is the thing, I was never good building teams for AR defense.
I’m relatively new an 100% FTP so I don’t have that many units that might work well together


This is my defense team right now. Sorry if I typed something wrong but the English is not my first language

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what tier u in fren

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@Z-Man @nobody625 @Thehalohedgehog @supersoren

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If I can count correctly he’s in tier 19+

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Yeah I’m just not up to it rn

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It’s fine :feh_nino:

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I’m barely tier 20

Can I have you friend code so I can test it out?

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Ok, where do I find my friend code? This is not a meme

Okay got into the castle, go to the building on the bottom left and click the magnify glass.

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Thanks

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I sent a request, your lead is Ross correct?

Yes, I accepted you already

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Sent a request as well, at first glance tho you shouldn’t really trap your units behind structures

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I wanted to change that, but I don’t know how the AI works, at least not all the time

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Oof I’ll get that one tomorrow

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Thrasir can be baited by breaking the lamp post.

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Ok, so I’ll move her, and the others? Do you think that I have to change someone?

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Joshua can be baited from behind the Aether pots

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first things first - your traps are wayyy too far away from your units. How far a unit can “protect” a trap depends both on the combination of assists/dancers your opponent has and the movement range/range of the units around the trap (usually easier to get away in light season). Generally speaking, a melee infantry unit can only punish an enemy for triggering a trap (reaching him after his allies try to assist him to safety) that is within 2 spaces max of him. Of course if you have a ranged cav, it is much more difficult to trigger and trap and get away.

Right now, the distance between Eliwood and the closest tap to him is a whopping 4 squares - almost any team will be able to test the trap and get away since eliwood’s threat range is 4 squares (3 square move + 1 melee).

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