Dark Legions

Player's Guide


     Da  Boyz  The  basis  of  mastering  Dark  Legions  lies in fully
understanding  the  game's  characters.  All 16 of them have their own
strengths  and  weaknesses,  and  their own specific uses, both on the
strategic map and in combat. Over the next four pages we tell you what
these qualities are as well as advise you which characters are best in
which  situations,  taking into account whether you're playing against
the  computer  or  another  human  opponent.  So  without further ado,

     The  humble  Berserker  is the weakest character in Dark Legions,
with  no  special  strategic  powers  and just simple sword attacks in
combat.  However,  a  Berserker  is  far  from useless, for one simple
reason  -  it's  cheap.  The Berserker's low cost means that eve n the
smallest  army can afford several of them, and their loss in combat is
far  from  crippling.  However,  the  rule  book's suggestion that you
should  use  them  as 'trap-finders' should be ignored - with sensible
use  of  Seers,  this  is  unnecessary.  Instead,  u  se  a  screen of
Berserkers  as  your  front  line,  to  slow  down  and  weaken  enemy
attackers.  In  combat, Berserkers should avoid characters with ranged
attacks,  as they'll often get killed before they even get a swing in.
However,  a large enough number of Berse rkers can wear down, and even
kill,  the  toughest  of  opponents  by  attacking  in a wave. This is
particularly  effective  against  the  computer.  When  controlling  a
character  without  a  ranged  attack,  the  Dark  Legion's artificial
intelligence  will  charge  straigh  t at you. Stand still, facing the
approaching  enemy, and when the character is still just out of range,
begin  a  Killing Blow move. If you get the timing right, the opponent
will  be hit just as it gets within attacking range, ensuring that you
do the maxi mum amount of damage, even if it then proceeds to rip your
Berserker to pieces.

     The  Conjurer  is  the  most expensive character in the game, but
it's  a  good investment nonetheless. Its ability to summon new troops
gives   your   army  great  strategic  flexibility,  allowing  you  to
temporarily replace lost forces, bolster a weak area of your d efences
or  deal  with a particular type of enemy, by summoning the right kind
of character to deal with the situation. Bear in mind, however, that a
summoned  creature  will  survive  for only ten turns at the most, and
it'll  grow gradually weaker as time goe s by. This means that ideally
you  should  not summon a creature until enemy troops are within sight
of  the  Conjurer, and preferably not until the summoned character can
immediately attack its target, while it's at its strongest. This poses
a  problem,  beca use Conjurers should be protected from combat at all
times  -  even the lowly Berserker can be a serious threat. Because of
this weakness you should always hide your Conjurers behind a screen of
real  bodyguards (the stronger the better) and save enough lif e-force
so  that  if  an  enemy  does  get  close, you can summon a last ditch
defender.  In  keeping  with  all the magicians in the game, Conjurers
work well in combination with other character types, and should always
have  a  Templar  right  next  to them. Rings of Life and Rejuvenation
increase  their usefulness, and a Ring of Speed allows them to move up
the map faster, bringing their considerable power to bear.

     This  is  the  most  powerful  fighter  available  to  you - it's
difficult  to  do  anything  wrong with a Demon. Against human players
their  sheer  psychological  effect  is  a useful device, and even the
computer  knows  enough to be wary of them. Their huge combat abi lity
means  that  they  are  very flexible, serving equally well as assault
troops  or  as  a  virtually  impenetrable wall of defence. A group of
Demons  is  one  of  the  only  forces capable of smashing through the
enemy's  line on its own. In addition, their very st rength makes them
capable of defeating just about every other character in the game. The
only  opponents  they  should  be wary of are: Fire Elementals, due to
their ranged attack and partial immunity to the Demon's breath weapon;
Trolls,  due  to  their  great strength (a Troll won't find it easy to
kill  a  Demon,  but  it  can  certainly weaken one severely); and, of
course, other Demons. However, the biggest danger when using Demons is
over-confidence  -  because of their seeming invulnerability there's a
strong  te  mptation to just charge in and duke it out toe to toe with
everything.  But remember, Demons can be worn down just like any other
character. The Demon's Sonic Scream, while useful, should only ever be
used  when  a  Demon  is  right in the thick of it and like ly to die,
otherwise  you  should  save  its  life-force  for what it does best -

Fire Elemental
     Other  than  the  brute power of the Demon, the Fire Elemental is
arguably  the most dangerous fighter available to you in Dark Legions.
Its  use  in  combat requires a bit more skill, but with practice it's
more  than  a match for any other character in the game (including the
big   four-armed  red  guys  with  the  horns  and  serious  halitosis
problems).  Due  to  their  speed  and  ability to fly over chasms and
water,   Fire   Elementals   also   make   ideal   scouts  and  roving
troublemakers.  The key to using Fire Elementals in comb at is range -
stay  away from your opponent and pepper him with Fireballs, using the
Mini-Nova  attack  only  as a last resort. Against a slow-moving enemy
without  a  ranged  attack,  this  is easy, but tougher baddies take a
little  more  skill.  Against a fast-mo ving adversary, terrain can be
your  best  friend. Hide on the other side of a tree (or whatever) and
wait  until  the  other character comes around it, then blast them and
run away. When fighting something that can fire back, things get a lot
harder,  althoug  h  the  computer  AI  has problems controlling these
characters.  Stand still, facing the computer's character, and when it
gets  in  line  with  you  it'll  fire. Immediately let loose your own
Fireball and dodge to one side. The computer will tend to sit there an
d  get  hit. As soon as its missile has passed you, move back into the
line  of fire and repeat the process. This can take a while to get the
hang  of,  but  it  means  that you can often come out of such a fight
without a scratch. The same rules apply to the No va as to the Demon's
Scream, but remember, it kills the Elemental.

     The  Illusionist  is  one of those characters whose usefulness is
very  dependant  on  whether  you're  playing  against the computer or
another  player.  Against  another  human  player,  who  has no way of
telling  what  is  an  illusion and what isn't, Illusionists can b e a
powerful force. Mixing Illusionists in with real characters can make a
group  seem  far more powerful than it is, and this tactic can be used
to  divert  your opponent's attention from a real threat, or scare him
into backing off. In these instances you can afford to create illusory
Demons  and  Trolls,  as their appearance is more important than their
combat  ability.  Against the computer, which is immune to psychology,
Illusionists  are  less  useful and you should concentrate on creating
characters with ran ged attacks - remember that a single hit in combat
destroys  an  illusion. The greatest enemy to the Illusionist, though,
is the Seer. If your opponent (real or computer) uses these characters
well,  your Illusionist will be all but powerless. It's this wea kness
that really limits Illusionists, and makes them of dubious use. Unless
you're  confident  in  your  ability  to pick off opposing Seers, it's
probably  best  to avoid using them. However, if you do decide to have
an  illusionist  in your army, keep it close to a Templar or two, give
it  Rings of Life and Rejuvenation if at all possible (a Ring of Speed
might not go amiss either), and keep it out of combat at all costs.

     In  many ways the Orc is just a slightly more powerful Berserker,
and  much  of the same advice applies - use Orcs in great numbers as a
screen for your main line and in groups to intimidate a human opponent
or  wear  down  a  tough  character.  The  key differenc e between the
Berserker  and  the Orc is in combat. The Orc's Charge Attack, as well
as causing a decent amount of damage, allows him to close the distance
between himself and the enemy quickly (or run away quickly - you don't
have   to   charge   at   the   opponen   t,   after   all).   Against
computer-controlled  characters  without  a ranged attack, the Orc can
use  the  same technique as the Berserker, charging at its opponent as
it approaches. In addition to this, though, the Charge Attack gives an
Orc a slightly better c hance against characters with ranged attacks -
hopefully  getting  close  enough  to  do  some  damage,  at any rate.
Finally,  the  Charge  is  of great use against human players, who can
often be forced to panic by using it. When you do get close, avoid the
Head  B  utt  -  it's too slow to be of much use. Instead, go for Side
Swings  with  the Orc's Cestii, which are quick and can easily cause a
lot  of  damage.  The ideal attack from an Orc is a Charge followed by
two  or  three Swings - this'll seriously damage even the t oughest of
characters before the Orc dies.

     The  Phantom  is  a  character dominated by its special ability -
everything  else is secondary to the fact that the enemy can't see it.
And  that's  the key to using it effectively. Without its invisibility
it's  a  very  average  character,  slow moving and of lim ited use in
combat.  The Phantom is ideally suited to being a scout, sneaking past
the  enemy's  front  lines  to  locate its Orb Holder and other weaker
characters.  Bear  in  mind, however, that if an enemy moves on to the
unseen  Phantom,  combat  will  still occu r, giving away not just its
existence,  but  its  position  as  well.  To avoid this you should be
careful  when moving your Phantom - stick to the edges of the map when
possible,  but  if  that's  not possible, hide behind obstacles and in
awkward  spaces - most pe ople (including the computer) will just move
across  and down to avoid an obstacle, so hiding right behind one is a
good  idea.  The  real problem with using a Phantom in this way is its
speed  -  a  scout  is no good if the rest of your army outruns it, so
Ring  s  of  Speed are a must. A Ring of Power or two can also turn it
into  a  good  assassin.  As  with Illusionists, the Phantom's biggest
enemy is the Seer, who can negate its special ability. Again, only use
Phantoms  if you're confident of dealing with enemy See rs before they
cause too much trouble.

     A  Seer  is one of the most strategically important characters in
the  game. All your enemy's cleverly placed traps, sneaky Phantoms and
confusing  Illusionists  are  useless  when one of these characters is
about.  However,  Seers  do  suffer  from  the same problem as all the
strategically  strong characters - they're horribly weak in combat but
need  to  be  close  to  your front line to do their jobs, making them
prime  targets  for  your  opponent. As such, always protect them with
some  big,  tough  bodyguards, preferably Demons. In spite of what the
manual  says, Seers are all but useless in a fight, especially against
higher  level computer opponents, against which their befuddled attack
is  worthless, so if they get attacked, they're as good as dead. Seers
really  must  be  protected  as well as possible. Beyond that, there's
little  else  to  say  about  them.  Their  powers  are always active,
requiring  no  input  from  you. Just be careful not to let your front
line  stray  beyond the Seer's range of sight, or you negate the point
of having the character in the first place.

     Despite  being  second  only  to  the Demon, in sheer destructive
ability, these characters appear far more useful than they really are.
The  problem  with  Trolls  is  their  slow  speed,  which  makes them
virtually  useless  as  an offensive force - it takes them too long to
get  into  the  action.  You can negate this with a couple of Rings of
Speed,  but  then  you're paying more per Troll than you would for the
far tougher Demon. Where the Troll does come into its own, however, is
in  a  defensive  role. Leave your Orb Hold er at the back of the map,
scatter  a few Trolls around it and turn them into rocks on your first
turn.  Then,  even if the enemy does break through your line, there'll
be  a  nasty  surprise waiting for it. In combat the Troll is suitably
tough,  able to deal out a satisfying amount of damage as well as soak
up  a fair amount. When playing against the computer and faced with an
enemy without a ranged attack, you can use a similar technique to that
of  the  Berserker,  but  with the Troll's devastating Overhead Sma sh
Attack.  However, ranged attacks can cause the slow-moving Troll a lot
of trouble, especially the pesky Fire and Water Elementals.

Shape Shifter
     The  Shape Shifter is a very flexible character, which offers you
a  number  of options, and makes a good Orb Holder. Its shape-changing
ability  is completely free of charge, so you can change from one form
to another as many times as you like without weake ning the character,
and  it  gains  all  of  the  combat abilities of its current form. As
stated in the game manual, deception is the Shape Shifter's forte, and
you  should  make  the  most of its ability to confuse and surprise an
opponent.  Because  of this abili ty, the character is far more useful
against  human players than the unperturbable computer opponent, which
won't suffer from the same shock when a Demon appears 'out of nowhere'
and  rips up its flank. Note: You should be careful when following the
advice  in  the  manual. Pretending to be a weak character in order to
lure  the enemy close and then changing into a Demon or Fire Elemental
and  frying them is a good tactic, but you've got to be very careful ╞
if  the  enemy can reach you and attack in one turn, y ou wonЦt have a
chance  to  change  forms,  and you'll be stuck as a Seer or something
else  equally  pathetic  in  combat,  effectively  throwing your Shape
Shifter  away.  Be  sure to look closely at the ranges of the opposing
characters when trying this trick.

     The  Templar  is another character of great strategic importance.
It  can  not  only  heal  adjacent  characters  at a cost to their own
life-force,  but  by  merely standing close to them it can give them a
bonus  to  their  revitalisation  every  turn.  Unfortunately,  w hile
they're  not  as  helpless  as  some characters in combat, they aren't
particularly  strong  either,  and  should  be  protected  if  at  all
possible. Templars are particularly useful to have around the magician
characters (Wizard, Conjurer and Illusionist), as their special powers
burn  life-force  at an alarming rate. You should aim to have at least
one  Templar in your force for every two magicians, and move them as a
group,  so  that  the  magicians  receive the Templars' bonuses at all
times.  The  other  role  that  a  Templar can fulfil is as an 'undead
killer'.  By  loading a Templar down with suitable rings (Life, Power,
Stamina,  Protection  and so on) it can become a powerful force in its
own  right.  Combine  this  with  the  Templar's  natural bonuses when
fighting undead (Vampires, Phantoms, Wraiths and Zombies) and you have
a  potent  force,  especially if you time your attacks to occur during
the day!

     Although  on  the  face  of it the Thief might seem quite a handy
character,  to be honest it's not much use. Provided you make good use
of  your  Seers,  youЦll be able to avoid enemy traps, and by doing so
avoid  the  need  for the Thief. Your opponent can't move over his own
traps,  so you'll rarely, if ever, be cut off from an area of the map.
The  other  problem with Thieves is that disarming traps is dangerous,
and  often gets the character killed. You have to ask yourself whether
it's  worth  paying the points fo r a character whose only real use is
to  disarm  traps that could just as easily be avoided. These problems
are  only compounded by the Thief's lack of combat ability - it's just
not  very  tough at all. It's a shame, because it has some neat moves,
but the o nly way a Thief will ever become a force in combat is with a
lot of skill and a lot of rings. If you do decide to use a Thief, it's
best  to  manually  disarm traps. When doing this, remember to look at
any  symbols  following  the  one you have to guess, not j ust the one
before.  For  example, if you've been given the symbol in the top-left
corner,  a  blank  and  then  the symbol in the middle-right, then the
blank can't be the top-left symbol, or the bottom-left symbol.

     The  Vampire  takes  a fair amount of skill to use to its fullest
potential,  but  if  you  take  the  time  to  practise  with it, this
character  can  turn  the  tide of a battle. The key to success with a
Vampire is to create as many zombies as quickly as possible. N ot only
does  this  mean  that  the Vampire will lose less life-force per turn
(and  will  eventually  start  to  gain  some,  if  you  create enough
zombies),  but it also means that you can get the Vampire's life-force
up  to  a good level. The zombies themselves are also very useful. Not
only  do they provide you with 'free' cannon fodder with which to wear
down  your  opponent, but they also serve as an excellent distraction,
forcing  your  opponent  to  divert troops away from the front line in
order  to  deal  with them. B ecause of this, the Vampire shouldn't be
used  as  part  of a formation, but sent off ahead of the rest of your
army,  hopefully  sneaking around the edges of the enemy and attacking
weak  targets to start off with. Rings of Speed are useful - remember,
every  turn  that  goes  by  the  Vampire grows weaker - and a Ring of
Stamina  helps  in combat. The trick to using the Vampire in combat is
to  get  a  feel  for  how  long  the  enemy will remain paralysed and
withdraw before it 'snaps out of it', then run away until your stamina
has returned.

     Wizards  have  all  the  same  drawbacks  as  the  other magician
characters  - they're weak in combat, but need to be near the front to
be  useful, thus requiring bodyguards, and their strategic power burns
off  life-force.  However,  like  the  other  magicians, they' re very
useful  guys  to have around, despite these problems. More than any of
the other 'strategic' characters, Wizards work best in a group. Two or
three  of them together with a screen of bodyguards to hide behind and
a like number of Templars to boost t heir revitalisation rate can be a
powerful  force  on  the  battlefield. Their special ability to freeze
opponents in place is very flexible in this situation. Each Wizard can
'hold  up'  a nasty monster until you're ready to deal with it, or all
can  target  th  e  same  enemy,  usually killing it in a turn or two.
Although  they are weak in combat, Wizards at least have a half-decent
couple of ranged attacks that give them a better chance of surviving a
fight.  Use  the  first  attack  to freeze your opponent and then l et
loose with the other - even the strongest of enemies will have trouble
defending themselves against this onslaught. As with all the magicians
in  Dark  Legions,  Rings  of  Life  and  Rejuvenation  are  almost  a
prerequisite  for the Wizard, and a single Ring o f Speed will help it
keep up with the rest of your forces.

Water Elemental
     They  may  not  be  quite as tough as their arch enemies the Fire
Elementals,  but  Water Elementals have an incredibly useful strategic
power  -  provided that there's water on the map. By teleporting to an
area  of  water  on  the  enemy's side of the map you can g et instant
scouting  information  and,  unless  the  enemy  has some nearby Water
Elementals of its own, you can just sit in the middle of the water and
recover your life energy. This 'hiding in the water' technique is also
useful when you get badly wounded in a fight, allowing you the time to
recuperate.  In combat, the Water Elemental's ranged attack isn't very
powerful,  but  is  one  of  the most rapid in the game, making for an
effective  close attack as well. However, the Tidal Wave Charge can do
some  real  dam age, and can be used in just the same way as the Orc's
Charge.  Because the Water Elemental has a ranged attack as well, it's
often  useful to use the Tidal Wave to get away from an opponent who's
dangerous  at  close  range.  Water  Elementals  are  good  all-rou nd
characters,  useful  both in combat and on the strategic map. As such,
they  benefit from virtually any ring you can give them, although Life
and/or  Rejuvenation are particularly useful if you want to teleport a
lot. Bear in mind, however, that a Water E lemental is far less useful
on a map without any water.

     As  the manual says, the Wraith's teleporting ability makes it an
ideal  assassin,  which  is  very  useful  for picking off those pesky
characters  that are weak in combat but powerful on the strategic map,
and  happen  to  be  inconveniently  hidden  behind  other  en  emies.
Unfortunately,  their  low  starting  life-force  means  that they are
virtually  incapable  of  doing  this at the start of the game. What's
worse,  unless  your opponent is nice enough to provide you with a few
weak  targets  to build up your energy, the Wrai th will end up either
being  killed  early  or  wandering  around  in  a useless fashion. To
prevent this, always equip a Wraith with as many Rings of Rejuvenation
as  possible,  and  (unless  there  are a couple of weak characters on
offer)  keep  them  well  back  unti l their life-force has risen to a
decent  level. When teleporting into combat, take the time to think of
the  consequences  -  is  the  Wraith  going to be able to survive the
inevitable  counter-attacks,  and  if not, is it worth sacrificing it?
With  these  charac ters it's best to wait for a good opportunity when
the  Wraith  will  be able to do the most damage, rather than throw it
away early and wish you still had it later. Of course, if you wait too
long, that's just as bad. But no-one ever said that strategy was going
to be easy!


     The  first  thing  to  realise about Dark Legions is that playing
against  the  computer  is very different to playing against a friend,
and  so  requires  different  approaches and strategies. The following
guide  is  split  into  two  sections (Computer Challenge and Friendly
Fun), one for each kind of opponent. Both sections assume that you are
playing  with  a  moderately-sized  army  (2500 points or more) - much
smaller than this and the game stops being as much fun.

Computer Challenge
     The computer opponent in Dark Legions is far from the toughest in
a  modern  strategy game, but the huge advantage it gains in points on
the higher levels, combined with its considerable skill in combat with
certain characters, can still make it a formidab le challenge. To beat
it,  and  to  beat  it  convincingly, it's important to understand its
weaknesses. And here they are:

     The computer is not very good at fighting with or against certain
characters  (see  last month's issue for more details on this). It has
only  a  very  basic grasp of overall strategy. It tends to spread all
its  characters  across  the  map and charge them down to meet you. It
will  keep  the various magicians in groups, back from the action, and
keep  its  orb  carrier at its end of the map, but that's about it. It
tends  to  give  its orb to a 'weak' character, often a magician. Even
with  the  extra  power  granted by t he orb, these characters are far
from  hard  to  kill. It has very little ability with breaking through
your lines, or any other coherent plan. It seems to pick its army on a
semi-random  basis,  just  having as many of every character as it can
afford.  It  doe  s tend to pick a lot of Seers, and push them towards
the  front.  Likewise  it  tends  to  spend a fair number of points on
traps, which it scatters around liberally.

Taking Your Pick
     Your  strategy  in  Dark Legions begins with the choosing of your
army,  and  when playing against the computer there are several points
to  bear  in  mind.  The first thing to realise is that it's not worth
using  traps  as  a destructive weapon. The computer tends to saturate
its  forward lines with Seers, making it unlikely that your traps will
escape  notice.  Although  killing  off the Seers is possible, it does
mean that you have to divert characters from more important targets (a
Seer  is  no  military  threat on his own) and it's pointless once the
traps  have  been spotted anyway - the computer doesn't seem to forget
the  location  of  traps, even if the spotting Seer is killed or moves
away.  You can, however, use traps to block off certain areas. In this
case  you want your opponent to see them, and thus the computer's mass
of  Seers  doesn't matter - the enemy characters won't be able to move
through  the  line of traps, and that's the point of them in the first
place.  By using this technique you can channel the computer 's forces
into  the  area  of  the  map where you want them, and cut down on the
number  of  areas that you have to defend. On a similar note, Phantoms
and  Illusionists  are  of  very  limited use against the computer for
exactly  the  same  reasons  as traps, so it's best not to bother with
them  unless  you  have a specific love of either of these characters.
Phantoms  are a bit weedy anyway, and for the extra points it's better
to  buy  a Conjurer and have some solid help at your beck and call. Do
remember  to  include  at  least  one  Seer  on your side, though. The
computer  really  does love traps, especially at the higher difficulty
levels,  where it has points to burn and strews them around liberally.
There's  nothing  quite  as  annoying  as  losing a valuable character
without  s o much as a fight, so it's vital for you to be able to spot
traps  early.  The  other  types  of  character  to avoid when playing
against  the  computer  are  weaklings,  like Orcs and Berserkers. The
computer  isn't  intimidated by huge gangs of these guys, so it's more
efficient  to have a smaller number of tough characters. For the price
of  four Berserkers you can get a Demon, and normally it'll take a lot
more  than four boneheads with swords to bring down one of the big red

Getting Down To It
     The  key to beating the computer is to use characters in concert,
building a central formation and advancing it up the battlefield under
the  cover  of  skirmishing  groups.  Group  some  Wizards, Conjurers,
Templars  and Seers together, then put a solid line of Demons in front
of  them  and slightly to either side. Give all the magicians Rings of
Speed  (so  they can keep up with the rest of the formation), Life and
Regeneration.  Put  a  couple  of Vampires right at either edge of the
board,  with  Rings  of Speed and St amina, then a couple of groups of
Demons,  with  whatever  rings  you  fancy, to either side of the main
formation.  Scatter  some  Fire Elementals around, as well as whatever
other  characters  you  fancy. Finally, put a Demon or a Shape Shifter
right  at  the botto m of the map, and give him the Orb. When the game
begins,  you  just advance the central group steadily up the map - the
Demons  will  easily  protect the magicians, who should be used as and
when  needed.  Use  the smaller group or groups of Demons as skirmishe
rs,  taking  out  the  enemy  as  they  find  them,  and  use the Fire
Elementals  to  clear  the  way  for  the  main  advance, dealing with
anything  nasty  or dangerous that might threaten one of the bodyguard
Demons.  Advance  the Vampires up the flanks at full speed, try ing to
slip  past  the front lines and circle around to the weaker characters
at  the back. Creating a few zombies behind the main line confuses the
computer  no  end.  Follow  this plan and you should be able to defeat
even  the  hardest difficulty levels. Just keep your Orb Carrier where
he  started, and advance slowly with the rest of your forces, grinding
the  enemy  down. If you're playing on a larger map, with more points,
keep to the basic idea, just form multiple central formations.

Friendly Fun
     Mixing  it  up with the computer is fun, but the ultimate test of
your skill with Dark Legions comes from fighting another player. Human
players  are capable of far more intelligent plans and strategies than
the  computer,  and  can  be  far better in the combat sections of the
game.  The  problem  is  that  it's harder to give definite guidelines
telling  you  what  to do, as every player will use slightly different
ideas,  and  have  their own strengths and weaknesses. Still, there is
some  general  advice  that  applies  to most situations. For a start,
ignore  most of what you've learnt about playing the computer. You can
no  longer  count  on  your  opponent making glaring errors and simple
mistakes.  Many  of  the  hints  above  are based on the fact that the
computer  is relatively immune to deception and psychology. This isn't
true  of  a human opponent. Illusions, Phantoms, big gangs of Orcs and
traps are all far more useful against another player, for example. The
formation  idea  still  works,  but you'll need to more adequately pro
tect its sides and rear from sneaky attacks by and intelligent player.
Most  importantly, you can't just leave your Orb Holder at the back of
the  map,  unprotected.  A  human player will normally assume that any
character  near  the  back is a potential Orb Car rier and go for them
with a vengeance. However, some things still work. Demons have an even
higher  intimidation  factor, Fire Elementals are just as effective at
clearing  the  way  for  your formations, and sending Vampires up each
flank  to  circle  in behind is even more effective (in fact, Vampires
can  be  one of the most powerful groups of characters in a two-player
game).  The  real  key  to playing against another person is to remain
flexible,  and  keep  an  eye  on what's going on. Try to maintain the
initiative  by  attacking  in  several  areas  at once, confusing your
enemy,  and  try to predict what he or she is likely to try next. Most
of  all,  play around, and  try  new things whenever you can you never
know what's going to work, so it's best to try everything.

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