
You can see that the trebs have converted 2 of the rogues into champs and all of the AI units have moved up except for the AI rogue. You want to look for an opportunity to take out an AI unit with the 2 hits that your converted rogues will have before the enemy moves again. Usually, you only need to check AI fast and range. So assuming that trebs are covered, you need to check how far each of the enemy units can reach and place your Champ just out of reach. Also, we don’t want the trebs to go for the seed champ because it needs to survive this battle or we can’t do wave 2. The reason is that we want each rogue to take only one hit so it absorbs the blow but takes no actual damage. If you’re just learning to battle, better to surrender and try again until the trebs can target separate rogues. Sometimes because of terrain, both trebs will only be able to reach 1 or none of your rogues. The darker shading shows where the AI unit can move and the lighter shading shows where the AI unit can strike. You do that by hovering over the AI unit on PC or clicking and holding on mobile. The first thing to check is that all AI trebs can reach rogues. The general tactic is to use your rogues to absorb the treb and melee AI unit attacks while your units move across the battlefield and close with the enemy. At 48%, with champs, it’s going to be 2 hits about 50% of the time. If my boost was any lower, I’d probably go with heavies because my fast would consistently take 3 hits to take out the AI light and heavy. The above AI lineup could be tackled with heavy+rogues. If less than 2 artillery, I use 1 heavy and 7 rogues. My general rule of thumb is with 2 or more artillery, I go with 1 fast, champ if possible, and 7 rogues. Even against Colonial and Industrial units, most of it is still useful. The techniques outlined here will work for all battles LMA and lower. My boost is 48/48 which is lower than the recommended amount for the age.
