The Risk Of Range Unit - Screw Up In Front Of Finish Line

in Splinterlands4 days ago

Greeting Fellow Splinterlands Summoners

Another week of course we have another new Splinterlands posts. As usual, I love to pick controversial and provocative topic. The risk of Range Unit... Honestly in my opinion, range units are the least favored type from all. Melee might be the most favorite, and mage or magic units are the second or perhaps it is the most favorite one.

The biggest problem in range unit or archers is that they can not attack if you put them in main tank position or the top front one. The more you play Splinterlands the more you have seen Range Units Fuck up your winning run lol.

In this post, I will share a battle that are on winning run, but near the finish line, a range units screws up. because this sounds a bit salty, I will make this post shorter than usual one.

~Click The Image Above To See the Full Battle~

This is my battle for the reference. I see this one is quite funny, because both of us using a similar meta. We use combination units, which both of us rely on Janni Rebel as our main tank role.

The only difference I notice here is that they use a taunting tank as part of their defensive move and my team uses Nimbledook Explorer with his protect ability as my main defensive buff.

Overall we are about the same strenght. They have 7 magic damage, 3 range damage and 5 melee damage. A 15 total damage per round before any buff and debuff. What do I have there? 2 magic damage,1 range damage and 9 melee damage. A 13 total damage per round. However I have triage and armor strike, so I should have a small advantage here.

I think both of us know well that we have equal opportunity ruleset here. So everyone will attack using opportunity ability, seeking the weakest first.

In the second round, we have the same number of units however the fundamental are very different. They have lost their backline tank which was their weakest attacker, and I lost one of the strongest hitter. However this doesn't mean I am losing instantly.

Thanks to Nimbledook Explorer protect ability, my team is still keeping up with them. Those 2 extra armors are the real deal, that's why on the third round, both of us are still on equal footing.

However things start to change in round 4. We start the same with 3 units each, but they have the speed advantage there. Bear in mind that the last 3 are the best units we have in our lineup, so moving first is like having a massive advantage

The final result is clear, they are winning the momentum. In round 6 it is 2 vs 1, and number wise, I should lose this battle. however they have one big problem there, their strongest range unit is still there.

There, at the start of round 8, this is settled. They can not launch any attack and my Pallus keeps hitting him until he is down. They were winning the battle until near the end, then they range unit screws up.

Commander Goff is a very excellent unit, too bad I do not have him in my selection but definitely he is one of the strongest range units. This is the main reason why despite range units are troublesome, we still go with them. Some of them are just like this, very powerful.

However powerful range without close range ability are tend to be a trap, backfire to yourself during equal opportunity because nobody will hit him first. I have a range unit too, Caravan Guard, but he died soon because he only had 5 health point.

In this battle, I do not think having Commander Goff is a wrong move, he hits extraordinary hard. However going with range units is more like a game of positional strategy, It is not about hitting hard, but it is more on calculating not to be trap like this, having the last unit unable to do anything due to being a range one.

So what do you think about this, have you experience the same but in a lot worse situation? feel free to share it here on your post next week.

Ok that's for today post. Feel free to leave your feedback below, and Thank you for your visit here. See you in Splinterlands Battles!!!


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Thank you for visiting my Splinterlands post here, don't forget to leave your comments and feedback below. There are credits in this post for these people:

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Nice share my friend. It happens.
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Hello! Interesting battle. There are only a few Rebellion Core cards I consider worthwhile, and Pallus is one of them. The battles you shared with us have convinced me of the need to add it to my deck. Best regards!
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Pallus is a weird one. In a glance it is useless, we have a bunch of melee units with reach ability, however as you see here... Pallus often comes as the key decisive unit in some battle, it's just like that

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Thanks for sharing! - @rehan12