Pyromancer

Description

    Scouts are the proud archers of the Human ranks. They are among the most cunning and agile of all warriors. Weilding their deadly bows, Scouts are excellent marksmen and can hunt down any opponent no matter how far they run.

Statistics

Hit Points : 30              Movement Range : 3
Power : 15                    Recovery Time : 3
Armor : 0%

Attack Pattern :
Burns a cross-shaped area of 5 tiles.
Maximum targeting range is 3 tiles from the Pyromancer.
This attack is unblockable

Special Abilities :
+ 33% Blocking from the front ( 16% from the sides )

Advantages/Disadvantages

    Pyro's are generally one of the most underrated units in the whole game. Most players underestimate them because of the limited number of pyros they have. Multiple pyros can deal massive amounts of damage to multiple targets in only a couple of turns. They also have decent health and block chance. Their cross shaped attack means that they are very good at formations which are bunched up and have units that are protecting other units. One of the most effective formations for use with pyros against are knight walls.
    However, the pyro does have a few disadvantages, the long mage cool down rate means it is very vulnerable to attack after it attacks itself, especially if it moved. Also, against formations with more than one cleric, it means that the pyros attacks will generally not be of any use unless you have at least 3 pyros.

Formation

    There are two main ways to use pyros, as a finishing off unit, or as a suicide attack unit. The latter is better suited to formations with Dragonspeaker Mage as well as against formations without clerics.
    Using it as a finishing off unit, you will want to preserve it during the game, so keeping it near the back is always a good idea.

Tactics

    Pyros are very good against turtle formations, especially for breaking the stone golems focus and hurting other units at the same time.
    Pyros in a sense have an attack range of FOUR squares and not three, so use this to your advantage. When attacking a unit, or looking for a unit to attack, note that if it is in a 4 square radius of the pyro it can be hit.
    Pyros tend to be overlooked by the opponent and as such, are ignored, even when they attack. Use this to your advantage. Especially when the enemy does not have a cleric, the pyro can be an annoying, yet deadly pest.
    When attacking with pyros, it is usually a good idea to try and hit as many units as is possible unless it is impraticle to do so.
    Pyros are also useful for disrupting the focus of enemy enchantresses, however most of the time it will involve you hurting your own units.
    Pyros are also good against enemy spellcasters, killing them with 2 attacks if the enemy does not heal.

Against

    Pyros are very ineffective against a charging knight. A knight can take out a pyro in 2 attacks even with the enemy healing.
    Scouts are also good against pyros, taking them down in 2 hits. 3 if the enemy heals.
    You can work around the pyros cool down period pretty easily to reach the back armour if you don't want to risk the pyro blocking.

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