For most levels in campaign, attacking them is straightforward. You select an army and hero to attack, attack, and presto….you either win or lose. Whatever the case, the next time you attack that camp, the camp has been reset and all Goblins are there again.
But on the boss levels, this is different, and losing on those maps will leave the remaining Goblin force waiting for you for the next round of combat. How many Goblins still stand is indicated by the boss health bar when you click on the level.
It is been long known that finishing off the boss levels in multiple attacks also gives (potentially) much higher High Scores, if done properly. But not many people know how or why this is. In this article, I will provide some information on why this is and how can you can figure out your best attack pattern.
Another short post. Probably a lot of you have this already, but here goes. With servers that are older than a few months, Tournaments of Might very quickly turn from who can train troops most efficiently, to who can press the pop-troop-chest buttons the fastest and longest. Training should no be neglected, but popping chests makes for most of the might gain.
Of course, every chest pops a certain number of might, and with that comes strategy. Whether you want to go full out in the early hours, or start T1 slow and end with a T5 bang, knowing what order to pop boxes in is important. For that purpose, I’ve made a chart with all the possible troops chests ordered in the number of might that is popped per chest. Because of the size, I’ve put it below the fold. Please also note this is the version WITHOUT Wall troops. With those version will follow. Happy popping!