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Tips and Tricks

PostPosted: Fri Feb 08, 2013 11:00 am
by Robert
What tips or tricks have you learned to become better playing Skulls of the Shogun? Please share them in this thread.

There are several things that I have learned thus far in the campaign and in Skulls Anywhere games.

+Keep infantry up front, guarding your other units, particularly archers.
+Form spirit walls to avoid becoming knocked back by your opponent.
+Hide your units in tall grass or bamboo and away from thorns whenever possible to reduce the probability of receiving a hit.
+After your first turn haunting a rice patty, you're free to move that unit without losing rice income on your next turn.
+Heal and buff your units by eating skulls whenever possible.
+When attacking, know your options. Choose engagements where your health loss in minimal but the damage is maximal.
+When battling an opponents fox monk, take it out quickly or kill units rather than damage several units, to reduce it's healing ability.
+When done using a fox monk, keep them behind other units and hidden in tall grass or bamboo whenever possible to avoid damage from your opponent.

Re: Tips and Tricks

PostPosted: Fri Feb 08, 2013 1:23 pm
by 17-BIT Brett
* You can give archers temporary spirit walls by moving a unit in front of them before they attack. Attack with your archer once he's spirit-walled, then you're free to move the first unit again with his full movement! (If he hasn't done an action yet, it hasn't locked in any real movement).

Re: Tips and Tricks

PostPosted: Fri Feb 08, 2013 4:41 pm
by 17-BIT Ben
+ All else being equal, it's usually better to kill one unit than weaken two.
+ Pay attention to the order in which you use your units during your turn! Avoiding counterattacks is always key, but also, if you soften up the enemy with your archers and salamander monks first, you can use your melee units to finish them off. If an enemy unit isn't defeated using this method, it will often be at 3 or less health and therefore have a weakened attack.

Re: Tips and Tricks

PostPosted: Wed Feb 13, 2013 11:00 pm
by I_Spiritus_I
This:

Pay attention to the order in which you use your units during your turn! Avoiding counterattacks is always key, but also, if you soften up the enemy with your archers and salamander monks first, you can use your melee units to finish them off. If an enemy unit isn't defeated using this method, it will often be at 3 or less health and therefore have a weakened attack.

and this!

You can give archers temporary spirit walls by moving a unit in front of them before they attack. Attack with your archer once he's spirit-walled, then you're free to move the first unit again with his full movement! (If he hasn't done an action yet, it hasn't locked in any real movement).

:).

+ I've always found archers to be great once in their demon form. They can normally take out most basic units in one turn (two attacks from them).
+ Try to lure enemies to Cliffs and Thorns to cause extra damage. I've managed to kill a few generals this way! :)

Re: Tips and Tricks

PostPosted: Sun Feb 17, 2013 12:21 pm
by DAVTHO
if your opponent has spirit-walled themselves on a ledge, use the bird to blow them off (i should say, blow them away!). the gust will still work on a spirit wall, albeit less effective.

Re: Tips and Tricks

PostPosted: Mon Mar 04, 2013 3:20 pm
by FadedEchos
-Remember that demon-form infantry, cavalry, and shogun can all break up spirit walls.
-If you think your Shogun has enough health to weather all of your enemy's attacks or is out of range, he doesn't, he isn't, there's thorns or an edge, or they'll spawn an extra archer.

Re: Tips and Tricks

PostPosted: Wed Mar 13, 2013 7:21 am
by zedarot
Just got all gold skulls. :D

Re: Tips and Tricks

PostPosted: Tue Apr 02, 2013 6:45 am
by zedarot
Stand on the flame of haunted shrines and your injured unit gain 2 HP next round.

Re: Tips and Tricks

PostPosted: Thu Apr 04, 2013 2:32 pm
by coip
[quote="zedarot"] Stand on the flame of haunted shrines and your injured unit gain 2 HP next round. [/quote]

So you don't even have to have that character haunt it? If it's already been haunted another character, say Cavalry, can go attack an enemy and then retreat and stand on a haunted rice paddy/shrine (i.e., not an 'action' like 'attack/eat skull/haunt', but literally just selecting 'wait here' on that spot) and that will add 2HP next round?

Re: Tips and Tricks

PostPosted: Fri Apr 05, 2013 5:05 pm
by 17-BIT Ben
coip wrote:So you don't even have to have that character haunt it? If it's already been haunted another character, say Cavalry, can go attack an enemy and then retreat and stand on a haunted rice paddy/shrine (i.e., not an 'action' like 'attack/eat skull/haunt', but literally just selecting 'wait here' on that spot) and that will add 2HP next round?

Yep, no action is required, you just have to get the character on the flame (if it's on the edge it won't work, you can look at the scroll to tell for sure). They of course have to survive until the next round, but if they do, it'll get added at the start of the turn!