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View Full Version : Is there a golden rule for when to attack a rear guard/vanguard?


IIDXZero
01-19-2012, 10:38 PM
I never know when to attack the rear guard other than if I can't beat the vanguard somehow.

Is there a strategy to knowing which to attack?

Martiachan
01-19-2012, 10:40 PM
The majority of the time according to people attacking the Vanguard is the best option 98% of the time. The other times would be when there's a 10k intercepter. That'd get in your way anyways. Or when your opponent for some reason needs to guard your attack because it's like a Dragonic Overlord and their Rear Guard has less power then their VG. Etc.

I also tend to attack Important Rear Guards because I play Pale Moons and if they let it though, I can just re-stand everything I attacked with.

Eien
01-20-2012, 09:26 AM
If you have equal or less damage then your opponent and you can't push for the win, it's best to work on field advantage. The reason for this is cause of heal triggers.

Lipid Inpachi
01-22-2012, 04:41 AM
Some things to consider when deciding to attack your opponent's rearguards:

1) Who is winning in damage? If it's your opponent then it's best to try and catch up and ignore rearguards.

2) Is it possible to kill your opponent this turn? Particularly when your opponent is on 5 damage it is important to remember what is in their hand so you can calculate a victory. Can you spare an attack on their interceptor in order to get your other unit/s through? If not then just attack their vanguard as they'll intercept anyway and get rid of their rearguard/s.

3) Does your opponent have troublesome rearguards? Examples include 20/21k attacking units, annoying "on hit" effects and misc units like Silent Tom.

4) Would attacking the vanguard give your opponent a threatening counterblast effect? Sometimes it's best to use up your attacks on their rearguards so they can't Berserk Dragon/Stern Blaukruger/etc you next turn.

Basically what it comes down to is asking yourself "WHY do I want to attack their rearguard? Do I have a justifiable reason?"

If not, ram it home.

Elliot Gale
01-22-2012, 08:28 PM
That's more or less the jist of it. If you know they can simply replace their rear guards, attacking them probably isn't the best idea either.

Geo Stephens
01-23-2012, 01:34 AM
I always go for vanguard unless the rearguard is troublesome.

dima
01-23-2012, 12:23 PM
Well how should I put this:
First of all the 2 reasons to attack a rear-guards:
1.If there are grade 2
2. If they have special skill as rearguard which will bring to you complications.
All I will write can be use ONLY if the rear-guard is grade 2
Look at damage. If it's 4 or higher, attack the rear guards This way you will prevent from intercepting
Look at the size of your opponents hand. If it's small then there is a high possibility that he will use the rear-guards to intercept and we all this will complicate the situation again.
3.Look at the difference btw the attack of your Vanguard and his. If it's a small difference the attack BUT if the difference is really big the attack with your rearguards his Vanguard.
4.Each clan that is wide spread has a unit with this skill:
If this unit intercepts and you have <Clan Name> Vanguard the this unit gains +5000 shield.
Pay attention particularly to these type of units.

Redsmas
01-23-2012, 01:46 PM
Never attack rear guards that are grade 0 or 1 as they will normally be replaced anyway.

IIDXZero
01-23-2012, 02:07 PM
Ok thanks for the help. Think I have a basic understanding now.

Amuki
01-23-2012, 06:09 PM
Never attack rear guards that are grade 0 or 1 as they will normally be replaced anyway.

Thats not 100% true. Never attack a grade 0, they provide the smallest boost

If you are at even or less dmage hunt their G2s and ONLY hunt G1s that have power 7000 or Higher that are put into the front row. They will move to the backrow and become a pain in the butt.

Priority goes:

G2s that have important effects (IE Masked Police Grander, Bedivere, Masquerade)
G2s That superior intercept
G2s that have high base power (AND HAVE A BIG BOOSTER BEHIND THEM)
Grade 2s in general that can intercept

THEN you can do any of these based on preference

Grade 3s with Rear guard ability
Grade 1s over 6000 power in front row.
Grade 3s with high power
Grade 3s
Grade 0s that you deem any type of intimidating...

and always go after these units with the lowest power possible unless you want to make them waste more of their hand

But thats what I think =)

4ChUnZFooL
01-27-2012, 12:13 PM
Thats not 100% true. Never attack a grade 0, they provide the smallest boost

If you are at even or less dmage hunt their G2s and ONLY hunt G1s that have power 7000 or Higher that are put into the front row. They will move to the backrow and become a pain in the butt.

Priority goes:

G2s that have important effects (IE Masked Police Grander, Bedivere, Masquerade)
G2s That superior intercept
G2s that have high base power (AND HAVE A BIG BOOSTER BEHIND THEM)
Grade 2s in general that can intercept

THEN you can do any of these based on preference

Grade 3s with Rear guard ability
Grade 1s over 6000 power in front row.
Grade 3s with high power
Grade 3s
Grade 0s that you deem any type of intimidating...

and always go after these units with the lowest power possible unless you want to make them waste more of their hand

But thats what I think =)

what about grade 0 triggers that are left on the field like lozenge l and battleraizer. i would think that eliminating those from cycling to the deck as it gets thinner would be a deciding factor as well.

Amuki
01-27-2012, 02:51 PM
what about grade 0 triggers that are left on the field like lozenge l and battleraizer. i would think that eliminating those from cycling to the deck as it gets thinner would be a deciding factor as well.

very (and i mean VERY) rarely will they be in the front sections of the rear guard zones... if they are feel free to take them out with the same priority as grade 2s (with important effects)

but if your already pushing, you can let them waste their time with using up that grade 0.

they have to move it to backrow, play a unit to boost it (1 card) then it goes back to deck (2 cards, and they MAY OR MAY NOT see it again that game)

Again, its all up to you on what priority you give it =)