Senatry Playing Style Guide
Senatry Playing Style Guide by aiwent
Gamers usually find that Senatry is easy to start with but hard to get expert in. Because of the multiple possibilities of gamers’ choosing of Heroes, Arrays, Equipment, everyone could have his own best way of playing. While exploring the game is of course a fun to us, it may also cause a partial viewing of the whole picture. Here 3 major styles in playing the game are introduced for gamers’ reference.
Rage Skill (RS) style
—One horse sweeping all
Many people upgrade all the Equipment and recruit all the Heroes who have excellent damage power, which probably yields a good result in sustained battles but is undoubtedly consuming. RS style is trying to find a short cut apart from the regular ways.
The core of RS style is to use one RS Hero to produce vast damage and other Heroes to make sure that damage is continuously created, among whom are Harpers and Priestess especially.
RS style is less time and resources consuming. Of all the Equipment only 1 Horse and 3 Armors need to be bought and upgraded for a nice winning.
3. When to start it:
After finishing the Egyptian expedition, you will be able to receive the expedition reward—-a fabulous Horse and recruit the npc boss Cleopatra whose troops are just Harpers. Then you can start your style of RS fights.
4. Array structure:
Here is an example of 5-cells array: Priestess + Harpers + Harpers+ Harpers +RS Hero (its damage should be vastly spread).
Recommended such Rage Skills: Piercing, Sputter, Sweep, Total Attack and Ambush.
5. How to make it more influential:
5.1 RS Hero analysis:
RS style is meant to enhance the damage of the only RS Hero, even at the sacrifice of those of other cells. Apparently the sole RS Hero should get our first class attention. Factors in affecting his damage emitting include:
a. Hero’s Bravery;
b. Hero’s Horse level;
c. Hero’s Troop level;
d. Charge level in University;
e. Rage Points upon which the RS offense is released.
Only the last one gamers do not know until the battle begins, others being clearly stated in the game already. So the problem is how to increase the Rage Points as larger RP gives greater damage when RS offense occurs.
5.2 Origin of Rage Points
To increase RP we should make sense of where RP comes from then.
First, RS Hero himself generates RP. Every time RS Heroes launch physical attacks or receive physical attacks, they produce 34 RP. When RP is accumulated to or over 100, they will trigger a RS offense when it’s the turn for them to act.
Second, some support Heroes can raise their RP. Priestesses have a chance to bring a RS Hero to excited status (with full 100 RP) and Harpers increase their RP by 34 in every round.
When the Hero’s troop is not replenished with Soldiers, the damage power of his RS offense will be lessened. So merely depending on the Hero’s own RP production is not enough for a convincing sweep down. We need the support Heroes.
5.3 How to utilize the support Heroes?
a. Position of the RS Hero
Heroes in array always act in order. Supposing we give a number to each cell of array like that, the order of their acting goes from 1 to 9. Heroes in preceding cells attack early while ones in following cells attack later.
When applying the RS style, make sure the RS Hero is deployed in the last cell of the array to receive as much RP as the preceding support Heroes can provide.
b. Positions of Harpers and Priestesses
Priestesses are suggested to be in the first cell of your array. Because they only excite the RS Hero and make the RS offense takes place, but if the Hero is already excited, their effort will be worth of nothing. Harpers, however, are practically increasing the Hero’s PR by 34 in every round. Gamers can feel free to deploy Harpers in any positions but the first and the last, of which the first 3 are recommended for they can block more damage in those positions.
c. Array type
T-shaped Array is the best for RS style. With T-shaped Array, Hero’s RS offense will be so much increased. Besides, gamers also need to adjust their array to particular NPCs.
The RS style, though genuinely useful, is one of our recommendations. As you get deeper into the game, you’ll find various styles and formations that are practically valuable. Now I’d like to present a style which must be favored by the mechanics—-
Many people may have the same feeling as I do when they for the first time recruit and appoint Bibulus in array. Bibulus is so impressive in that he can not only produce pretty high Damage but as well launch Critical Hits several times. Ever since then I’ve been in love with Engine Heroes. Engine formation is worthy of our sincerest trust for the Engine troops, targeting a whole column or row or heavily at a single troop, burst out all-directional and unreserved Damage when called together. The only problem lies in their poor defense and urgent demands of fine equipment. They are expensive and class.
Advantages: high Damage without depending on Rage Points, multiple targeting modes and flexible arrangement of Heroes.
Disadvantages: lacking of Dodge and Block capacities, damage confined to physical damage and requiring group Heroes deployed together, consuming of resources.
2. Hero References
2.1 Engine Heroes:
A. For early stages:
Bibulus (transitional hero, considerable to be out of array once other engine heroes recruited)
Alfonso (Heavy Ballistas)
Adosinda (Heavy Onagers)
Germanus (Mountain Scorpions)
Lagos (Repeating Scorpions)
B. For mid-late stages:
Brutii Family: Nerva (Heavy Ballistas), Decimus (Heavy Onagers)
Julii Family: Quintus (Titans), Publius (Repeating Scorpions), Antony (Repeating Ballistas), Oppius (Mountain Scorpions)
Scipii Family: Aemilius (Fear Onagers), Varro (Repeating Scorpions), Marius (Siege Towers)
2.2 Engine Units:
Repeating Scorpions + Mountain Scorpions + Onagers + Ballistas + Titans/Harpers/Raging Bulls
We should understand well why we are using these units and what attributes they are bearing. Only on a thorough comprehension of their usage can we know how to schedule them.
Scorpions: attack a single troop
Ballistas: attack a column of troop
Onagers: attack a row of troop
Siege Towers: attack all troops
Titans: defensive unit
Raging Bulls: supportive unit (non-engine unit)
Scorpions have 3 versions, all aiming at single troops, with high Damage, of which Mountain Scorpions and Repeating Scorpions are the improved versions.
Scorpions: Offense 4 stars, Critical Hit 3 stars
Repeating Scorpions: Offense 5 stars, Critical Hit 3 stars
Mountain Scorpions: Offense 7 stars, Critical Hit none
Note: Repeating Scorpions and Mountain Scorpions are really hard to choose one from. They are being equally capable of taking down tough enemies. The mountains have incredibly high damage though lacking of Critical Hits while the repeats have nice damage and the Critical Hits as well.
Ballistas can pierce through a column of enemies and have 2 versions.
Repeating Ballistas: Offense 3 stars, Critical Hit 3 stars, plus possible disorder status to create
Heavy Ballistas: Offense 4 stars, Critical Hit 3 stars, plus none
Note: The Repeating Ballistas troop is weaker than Heavy Ballistas in offense but has the ability to create dizziness to a whole column and keep them frozen for one round. It is a pride of the Julii Family.
Onagers target a row of enemies and have 2 versions.
Fear Onagers: Offense 4 stars, Critical Hit 3 stars, plus possible fear status to create
Heavy Onagers: Offense 4 stars, Critical Hit 3 stars, plus none
Note: Fear Onagers is exclusively owned by the Scipii Family.
D: Siege Towers:
Siege Towers attack all troops. Their offense is not outstanding and not meant to create decisive damage on enemies at all. They are mainly useful in weakening the enemies’ threats by killing their soldiers and cutting their DPS (damage per second). Siege Towers is a feature of the Scipii.
Defensive unit with excellent defense but average offense. They are safe from physical damage and RS damage, and often used as a shield for other troops. Titans is a born guardian for the weakly defensed Engine troops.
F: Raging Bulls:
Raging Bulls is a highly recommended support troop to the Engines. They attack the entire enemy army, create dizziness in them at times and thus win more damage opportunities for your engine troops.
3. Equipment and Array
For the Engine style, W-shaped array is perfect, and at least 4 weapons and 3 armors are necessary to get well upgraded.
In such array as above, the DPS positions are supposed to give out Damage and each of them needs a weapon equipped. The front line positions which the red arrows are pointing at bear Damage from enemies and each of them need an armor.
When gamers advance upon Britannia, many will find the new unit Tactical troops are quite amazing. Though kicked by the Tactical troops badly, they start to have an interest in the new unit. Be careful guys, a fine use of Tactical style must be based on the extensive observation and reflection of every unit’s role in an array. Besides, developing the Tactical style will be a long journey.
Tactical troops are extraordinary in that their offense won’t arouse an increase in the enemies’ Rage Points and cannot be blocked or missed. The only way to enhance the defense against them is to upgrade the level of your troops and the tech of Analyze. Mighty as they be, tactical units also have their own weak points: low defense, offense not being always successful and Rings, the only Equipment influential to Tactical offense, coming just from the Expedition Reward and Daily Quests, are not convenient to collect. On account of such excuses, tactical units are not commonly used in the game. But their irresistible damage still attracts people to have a try of the Tactical Style, and once done, it’ll be exceedingly worthy.
Advantages: Tactical troops’ offense won’t increase the enemies’ Rage Points, and cannot be blocked or missed, nor there is such Equipment as can be used to enhance the defense against them.
Disadvantages: their own defense is not high and even the offense may have a chance to fail.
2. Hero References
Cunobelinus (Sappers, row-attacking)
Boudica (Greek Fire, single-attacking)
Cartimandua (Venom, column-attacking)
Verus (Rolling Stones)
Cicero (Greek Fire)
3. Tactical Troops
Greek Fire: attacking a single troop, hit rate’s high and damage’s high. Mainly used to kill a particular enemy troop.
Sappers: attacking a row of troops, hit-rate’s lower than Greek Fire, but total DPS is about the same. They kill enemies in the same row.
Venom: attacking a column of troops, their hit rate and DPS are the same with those of Sappers. They target enemies in a column, not in a row as the sappers do.
Rolling Stones: attacking all troops, but the hit rate’s low. Their basic mission is to lessen the enemies’ troops and weaken their harm.
Greek Fire: Hit Rate 5 stars, Unit Damage 5 stars, Damage Scope 1 stars
Sappers: Hit Rate 3 stars, Unit Damage 4 stars, Damage Scope 3 stars
Venom: Hit Rate 3 stars, Unit Damage 4 stars, Damage Scope 3 stars
Rolling Stones: Hit Rate 3 stars, Unit Damage 2 stars, Damage Scope 5 stars
4. Array and Equipment
S-shaped array should be adopted in the Tactical Style. As listed in the above image, 3 Armors, 3 Rings and 3 Shields are needed in the array.
Recommended Formation for Julii:
Cunobelinus + Boudica + Didius + Pompey + Attius/Galen
Recommended Formation for Scipii:
Cartimandua + Boudica + Didius + Pompey + Attius/Galen
Recommended Formation for Brutii:
Cunobelinus + Cartimandua + Verus + Cicero + Pompey/Galen
Note: Raging Bulls, Priests and Medical Corps can be relied on to give a hand to the Tactical troops.
A. Raging Bulls could set all the enemies in dizzy status and not make any action in one round, thus they should be deployed in the first position of the array in order to create dizziness as early as possible.
B. Galen who leads the medical troop is positioned in the last so that he can treat more soldiers of your troops in one round, and make your DPS stay high when the next round comes.
When the preach is effective, the influenced troops will go into Fear Status for 3 rounds and will lose soldiers in each round.
C. Priests could cause the enemy to lose soldiers heavily. They create fear status in the enemies and the fear haunts in them for 3 rounds with certain amount of their soldiers lost in every round.
Priests have greater effects in players’ latter expedition. The loss caused by them is about 10% of all the enemy’s soldiers in every round. You could guess how many will be killed by them when the enemy has tens of thousands of soldiers.