The next level in your Battle Dex education!
If you've got the basics down, this guide will help you fine tune your strategy. From putting together decks to developing your own unique play style, this guide is the next step in become a Battle strategist.
Selecting appropriate cards for the map.
The first thing you will want to do once you get into a game is take a look at the board. This will help you determine which cards are going to give you the best chance to win. Some boards are small and may not require cards like airlift or troop transports since everything is so close by. Some boards have few resource points so you may want to select cards that will give you units at a discounted cost. Make sure you take the time to see where you'll be fighting and it will help make card selection easier and more effective.
Work with your game play style.
Generally speaking everyone will have tendencies in a game of how they like to get things done. Some like to get a position set up and dig in. Some like to go straight for the opponents Headquarters to try and destroy it. Still Others like to be always on the offense looking for something to engage. Whatever your play style is be sure to select cards that will compliment it and not work against it.
Special units (cards).
There are a number of cards that can be used to buff units (make them stronger, faster, have better damage). These cards can do anything from double the units' speed to making them invisible to other units. They can be used to increase armor, vision and otherwise improve a base unit. These can be extremely useful when used properly. For instance if you find that you can get an artillery unit into a good safe position you may want to use a card to increase its firepower. If you find yourself outmatched by enemy air units you can use a card to increase the armor and firepower of an AA unit and take them out.
Special units (Heroes).
Heroes are heavily buffed versions of the standard units. They are more expensive but will be able to dish out and take significantly more damage. You can only have one hero on the battlefield at a time so make sure you get the right one down.
There are two types of hero cards; one will have a set number of turns and then self-destruct. These heroes can be placed anywhere on the board as long as they are next to a friendly unit. These can be helpful if you find yourself outmatched in a certain battle and can't get regular units there in time. If you find that an enemy has several AAs shooting at your air units you can drop in a tank hero and quickly take out those AAs.
The other type of hero has no duration but must be placed in a starting hex. Like the other heroes these are much stronger than the standard versions and more expensive. You can't play any other hero card for as long as one is in play.
Veteran and Legendary Units.
Any unit that is able to make multiple kills will gain Veteran or Legendary status depending on the number or kills. This will give the unit a 15% heal as well as buffs to armor and damage as follows:
- Veteran Status - 2 Kills - +25% to Firepower and +15% Armor
- Legendary Status - 5 Kills - +50% to Firepower and +25% Armor
Effective Card Combos/Usage.
Card combinations can be used in certain situations to make "Super" units. Take a standard infantry and apply a Guerrilla fighter card and a Kevlar armor card and this will be one tough infantry that is able to be fast, stealthy and take a lot of damage. You can take a Heavy tank and give it armor, firepower and speed buffs, maybe even a card to give it credit for one kill so it reaches veteran status more quickly. This also works great on Helis and Fighters. Be careful when using this strategy however as the investment in gold and card slots can put you in a hole if they get destroyed quickly.
There are a few cards that you will find very handy to have in your deck. Some of these include:
- Heals/Heal Over Time - These cards can be used to repair a certain amount of damage to mechanical and infantry units. They are a good value and are much cheaper than replacing a unit that gets destroyed. The heal over time cards will heal a small amount of damage each turn for a set amount of turns.
- Airlift - Airlift cards can take a certain number of ground units from anywhere on the board and, and in one turn, move them to any other location on the board that is next to a friendly unit. This can be great if you need to get a certain kind of units into a battle in a hurry. They can also be useful if you find yourself in a battle that you can't win, you can get those units to a safe place and they'll live to fight another day.
- Evac - The Evac card is used to move a set number of units from wherever they are on the battlefield back to your base. The Evac card is the only way to transport both infantry and mechanical ground units with the same card. Like the Airlift card this can be useful for getting units out of an unwinnable battle. It is also useful if you're playing Sal and he tries to blow up your base.
Once you've got your cards selected you're ready to get your fist turn set up. Generally speaking the first thing you will want to do is get some infantry units placed and headed to the nearest resource. The sooner you can get those resources captured and producing gold for you the sooner you'll be able to build your forces. You can send some infantry out to control points at this stage as well just be sure to get your resources covered. Since infantry units won't need to stay on a resource once it's captured they can then move on to the next resource or control point.
Once you have the infantry units on their way you can take your leftover gold and start making your ground or air units and moving out into the field. Remember that your infantry units can't take much damage so it may be a good idea to provide them some cover until they capture their objective even if it's only a recon unit. Often you and your enemy will be going for the same resources iat the start of a game so whoever brings the most hardware will usually prevail. On some maps you will be able to cover a couple of infantry units with a single fighter or artillery while on others things will be far too spread out and you'll have to decide which are the most important.
When getting your units in play you will want to consider which units work best together and make sure to get units that will compliment each other. An artillery unit is practically useless without a unit to give it vision, consider a recon unit or AA Halftrack to assist it. If you make nothing but tanks and artillery you will be an easy target for any enemy air units so try to keep a good mix of AAs and air units among you tanks and artillery so they can defend attack from any type unit.
You can use the terrain to your advantage. An artillery unit can fire directly over a mountain while other units cannot If you can find a spot near the battle that will keep your artillery protected while your other units are ahead to give it vision you can do massive damage with low risk. You can also use terrain to your advantage in other ways, enemy units can only fire when they have line of sight so you can duck behind mountains or around corners to get out of sight or to prepare a surprise attack.
An important thing to keep in mind while playing is how the AI decides which units to target when no priority target or pursue unit is selected. The AI will always shoot at the unit in its range that has the lowest hit points. The one exception to this rule is AA halftracks which will always shoot at an air unit before any ground unit. If you need to be sure to kill that enemy artillery unit that's pounding your forces or to kill the enemy infantry that's trying to take your resource or control you need to be sure to set them as a priority target or have them set on pursue.
While victory in Battle Dex™ is counted in Victory points, attained by capturing and holding Control Points, you'll never last long enough if you don't have a good supply of gold. For this reason you may want to put more effort into taking and holding resources than Control Points. Each resource you control not only gives you that much more gold each turn, it is also giving your opponent that much less.
Once you've captured a resource or control point you may want to assign some kind of unit to protect it. If you leave a recon or infantry unit directly on the resources you own then any opponent will have to destroy that unit before they can capture it from you. This may just give you enough time to get some additional resources in place to defend it.
Control points are captured by having an infantry unit on a control point hex at the end of two consecutive turns. Each turn thereafter you will receive one Victory point for each Control point held. Control points can be very hard to capture as everyone needs them to win and will be directing resources towards them. If an enemy gets an infantry unit on your control point you will not receive any points from that control point for the first turn and after the second turn it will become theirs.
In Battle Dex™ you never know who is going to try and take your resources or control points and from where. It could be a lone camouflaged infantry unit or a full on ground attack. You will always need to be on guard and you will need to continuously be producing units to help protect your existing resources, counter enemy advances and to move ahead and take more resources and control points for yourself.
The following video gives you a thorough overview of the game basics. It covers everything from building units to victory conditions.
In the following video, JoJo and Schlumpfi commentate a versus battle against each other. They go play by play showing you how they chose their cards, which units they built and the strategy behind their decisions.