I. Why Did I just Win That Game? / Why Did I just Lose That Game?
II. Turn Advantage: What is it, Why is it Important, and How do I use it?
III. Building a Team: The How To Pocket Guide
Disclaimer: I am in no way the best player of this game, nor have I mastered it. It isn’t even uncommon for me to lose a match to embarrassing extents with more than half my opponent’s team remaining. I however have played this game religiously for months and often notice newer players making some mistakes that I think I might be able to help out with. So patience willing, bear with me and read through what I’ve put together to act as a compact and concise guide to getting you started in your epic Viking journey to melt faces.
I. Why Did I just Win That Game? / Why Did I just Lose That Game?
When I first started playing it was very difficult for me to grasp what I was doing right and what I was doing wrong. It definitely isn’t always intuitive as to why a match ended the way it did. This aspect of Factions inspired me to spend many matches focusing in on that exact question: why did that match play out the way it did? The following will sound very obvious once you see it, but the process of me learning this was not intuitive at all. Here’s my take on why you win matches (Slimsy’s Three Commandments):
• Slimsy’s First Commandment: You do more effective damage (STR or ARM) than you opponent
• Slimsy’s Second Commandment: You do the same effective damage as your opponent but have a larger pool of STR and ARM on your units
• Slimsy’s Third Commandment: You do the same effective damage as your opponent, but yours was mostly STR while your opponent’s was mostly ARM
I know this sounds simple, but understanding these key concepts is the first step in being sure you utilize your turns most efficiently. Consider the following scenarios:
Example 1: I can either do 8 STR damage to a Backbiter with my Skystriker, or prevent a Warmaster from doing 12 STR damage with Rain of Arrows
Example 2: I can do 5 STR damage with my Strongarm, or I can do 2 ARM damage and put my opponent’s Varl out of range preventing 8 STR damage
Example 3: I can use willpower to do 6 ARM damage to a Backbiter, or do 4 STR damage reducing his damage next turn
In a vacuum each of these examples has a correct choice. Be sure to consider your opponent’s upcoming turns and the positioning on the board. Whatever choice results in a net advantage in the First or Third Commandments is correct.
II. Turn Advantage: What is it, Why is it Important, and How do I use it?
Turn advantage (simplified to the most basic extent) is the ability to use your turns to attack more than your opponent does. If you attacked during 15 of the turns within the match, but your opponent was only able to attack during 10 of them, you probably had a significant advantage. Consider the number of turns you use versus the number of turns your opponent uses as direct turn advantage. Having heaps of direct turn advantage causes you to do more effective damage than your opponent and will cause you to win the match (Slimsy’s First Commandment!) Here are the easiest ways to ensure you can generate some direct turn advantage:
• When choosing a unit to attack, choose one that is out of range of your opponent’s other upcoming units
• Move into positions while attacking so that your opponent can only choose one of their units to hit you (rather than being able to hit you from multiple sides with more than one)
• Prior to the match, be sure your unit’s turn order does not cause you to waste their turns (for example don’t let your archers take their first turn prior to something to move in front of them)
• When positioning your units at the start of a match, don’t put units in the back who take their turns before units in the front
Indirect Turn Advantage can be considered more of a subtle art and could potentially be discussed to depth in never-ending circles. Indirect turn advantage is the advantage you get from doing things that might cause you to have to waste a turn, but will prevent your opponent from doing something very good. For instance, wasting your Provoker’s turn to Malice a unit that would otherwise kill an archer is a perfect example of indirect turn advantage. You “waste” your turn to use the ability, but it results in your opponent to effectively “waste” their turn which would have been better than if you attacked with your Provoker. Alternatively, indirect turn advantage can be generated by limiting what your opponent can do or by doing things more quickly than your opponent can. Here are some examples of indirect turn advantage:
• Using a Skystriker’s Rain of Arrows to prevent your opponent from doing something very good
• Forcing a unit out of attack range with a Strongarm’s Battering Ram
• Using a Provoker’s Malice to prevent your opponent from doing something very good
• Killing units that have armor remaining (contrary to your opponent having to armor break prior to killing)
• Maiming targets rather than killing them (leaving them to take very ineffective turns)
• Using a Warleader’s Forge Ahead to allow a unit to do something very good prior to your opponent preventing it
Indirect turn advantage is what makes it very difficult to determine why you won or lost a match. Mastering the ability to use your turns more effectively than your opponent (based on the complex decisions you make) is how you promote yourself from a new player to a seasoned veteran.
III. Building a Team: The How To Pocket Guide
Now that we know how to and why we win, we are ready to build a team to do so. Is your team going to blow out opponents by capitalizing on high STR hits from Puncture and a late game Varl (and winning via Slimsy’s First Commandment!)? Are you going to build up a strong defense, and remain effective into the late game while your opponent peters off (and winning via Slimsy’s Second Commandment!)? Or are you just going to go over the top with high STR hits while not letting your opponent recover from the initial bang of your opener (and winning via Slimsy’s Third Commandment!)? Regardless, it’s good to start with a cohesive plan.
After you know how you want to win, choose which units will best support that. A high strength opener is best supported by two Warriors, while a more balanced approach will typically use one Shieldbanger and one Warrior. Keep in mind that playing two archers (or more) will require a very carefully played positional game, as some matches will be very difficult to protect them (so if you are just starting out it might be easier to play with only one archer!). If you are depending on a Shieldbanger in your strategy, be sure to have a way to prevent archers from beating him to death with Puncture (Backbiters and Bowmasters are great choices!).
When placing your stats in your units be sure they complement their role; generally units that hit first need high strength, and units that get hit first need higher armor. If you want a Raider to hit really hard in Turn Cycle 2, try playing him with 11 ARM and 9 STR. If you want to initiate with a large bang, pump their STR up to 12 but make sure you get a hit in with them before your opponent can knock off some STR. The best players typically do 4-5 effective damage each time they attack during the first two turn cycles (or more). Be sure your team can either defend against that and recover, or keep up!
Prior to going to battle make sure everything in your build makes sense. Do not overlook the importance of turn order. It is uncommon for units to engage in the middle of a player’s turn order, so make sure the progression from left to right makes sense. Typically, the first three of your units should have a way to armor break (and have exertion) in the event a high STR and ARM Shieldbanger approaches first. Adapt and learn. Is there one unit type that seems to always be effective against you? Rather than going back to the drawing board, just move your Skystriker up in the turn order to prevent your vice from being effective (for example).
Thanks guys for bearing with me through this mini-guide. The intent was to provide something dense enough that it could be easily read in a single sitting. I truly hope this will help some people progress in Factions. Please feel free to comment on something you may disagree with, or just speak up to spark a discussion! I always love to chat about this game and will be making adjustments accordingly.
And as a final note, my gamer tag is Bold Brendan and I look forward to seeing you in battle! Feel free to friend me, fight me, or curse my name! For Strand!

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