Originally Posted by
StratOcastle
I've played elf tac and the most important factor in choosing this combination is a kingdom that cooperates with what you do. Sounds odd? I'll explain.
Most everything you can do is enable other players, particularly your attacker core.
- Grabbing intel. You're familiar with the abilities of the tac, but many new players are unaware that you only need 1 thief to grab 100% accurate intel. This preserves your thieves from unnecessary losses.
- Attacking to offer better range for your other attackers - this means hitting an enemy to move him into better net worth range for your kingdom mates. The elf itself doesn't have enough offense to be a mainline attacker, but you have enough to set up follow up attacks.
- Because you have good spell resistance and can cast Clear Sight for better theft defense, plus a good functional defense, you're likely to retain a reasonable economy. This allows you to aid attackers and relieve your kingdoms dedicated mystics/heretics/sages/rogues from using their precious resources.
- You have enough magical strength to help your kingdom with the spell blanket. If you're new and don't know, a spell blanket is a group of debilitating spells your kingdom casts on enemies. Often including Meteor Swarms, Chastity, Blizzard, Gluttony, Greed and sabotage Riots. You should also be capable of casting Fireball, Lightning Strikes.
Generally you want to play from a defensive standpoint by not oversending elites to hit your enemies. Your speed, intel capability and defenses may allow you to play Camper. Camping is the concept of attacking at opportunity if say a hard to break enemy sends troops out and you have the ability to break their defense after they send out. The tactic in your case is for your army to get home before the enemy army gets home.
Good luck and feel free to ask anything that might come to mind.