why do i suck against the tribe?
I say it's implicitly assumed because we're talking about a TRADE. An Imp for an Axe, depending on which player has initiative the Enrage will either be consumed in the exchange or it will linger. Yes, the Tribe player could be doing a million other things, he could be sacing the Axe to gain Enrage, he could be bombing a Crystal, but none of that is relevant because then it's no longer a TRADE. It is some other action entirely that is completely dependent on the state of the current game.
We're talking Killing One Axe Thrower, in exchange for Losing One Impaler. It is a generalized statement, and in the majority of instances where this happens it favors the Dark Elf player. Every hypothetical in this game could have many different "it depends," applied to it, but the Enrage mechanic is not so complex that the fairly narrow set of outcomes it creates render any general questions about the value of Tribe tiles unanswerable.
Well said, Nimh. That's how I feel about it as well.
Moontz, you want a short description or a long one? :)
Ha the long one obviously!
before the patch, dwarves struggled against the tribe. after the "nerf", according to the league stats so do i think actually the dwarves got some more wins if i dont remember wrong (i dont really understand why). But if you just play according to the book, so didnt you really get corpse exploded. And it was even easier to evade it thanks to their bubble :)
But its a hard matchup for the dwarves unless the tribe player aint stupid :) And it feels like TR is designed just to kill the dwarves. But the matchup aint impossible (the biggest problem is that the matchup is so god damn boring you just want to resign the game, it's atleast what i feel) ^^
So lets view abit how the tribe is before we start the strategy :
Shaman :
Thanks to the shaman, they got (almost) infinite long range ress. The chain ress nullifies any AoE dmg which is the main foundation of the dwarven offensive. The chain heal also ressurects them (which is the worst part). Since the dwarves lack range stomp, it doesnt matter if they got 1 hp or full hp. So its easily for the tribe player to ressurect the dmg done with 1 AP. And kill your offensive unit for the remaing 4AP since your offensive unit will be in a bad position afterwards.
Spiked Shield:
Reacts to AoE, destroying all bubbles and beers. Leaving your offensive units to die easily the next turn in their weakned state. If you dont want them to be killed the next turn. So will it be something like.. 1AP move. 2AP attack. 3AP move back. 4AP rebubble. 5AP can you use for whatever. So the shaman can easily reduce the dmg done with 1AP.
So my combinding spiked shield and the shaman, you can expect your "offensive attacks" to be almost nullified for free. I'll get back to this later. But this isnt the end.
Axe-thrower:
In the middle of the game, is when the dwarves shine with their upgrades. But the vanilla wars will the dwarves always lack. And with the help of auras and bubbles (and beer) do they try to overcome the diffrence until their upgraded units come out to shine. The problem is that with his bonus 200 dmg hits he just "ignores" the support" (also keep in mind hes not bad at hunting paladins either).
800hp = 3AP
800hp + 1aura = 3AP
800hp + 2aura = 3AP
800hp + 3aura = 3AP (even with using the aurastacking which is abit too strong, does he just ignore as if its nothing)
800hp + beer = 3AP (i thought beer was suppoed to make you be enable to take 1extra hit)
800hp + defense tile = 4AP (kinda funny, the only time the dwarf racial trait actually doing something, even if tribe can counter this in several ways P; ).
880 (helm) = 3AP (in the old days this was 4AP)
960 (helm shield) = 4AP
880 (shield) = 4AP
So basically he just kills you if your not careful. And with tribes 3runemetals, so can you say they got a whopping 9offensive units (warrior and axe-thrower doesnt need any). So with their vast array of offensive units, unlike the archer they can freely trade them for whatever they think is right).
With devistating waves and cheiftains in the mix you need to be carefull. So unless the tribe makes a mistake so will the flow of the game always be in tribes initiate until you reach a certain point (enough units on the field / he starts to lack somethings while you still got something). Dont be surpised if he gains the middlefield, aslong as you can defend your crystal to some extent you'll be fine (you know yourself when your taking too much crystal dmg).
Basically i think there are 2 solid strategies (will change alot on map and dwarves but its kinda hard to explain, go with the flow here^^, but it's still a valid tactic). Tribe is a hard team to play, and the only one that can actually play the team to its full strenght all the time is aratribal (so its no need for you to learn it since he doesnt play anymore^^). So what can you do? TURTLE. Paitience have always been dwarves biggest strength. Tribe is happy when the opponent is offensive. It leaves holes and gaps and tribe is in some ways a counterattack reactive team which also prays on the opponents mistakes. An all-out turtle leaves no gaps. No openings. No weaknened units. No destroyed bubbles. Force him to actually do something. Pray on HIS mistakes and openings. Why should you do all the dirty work? The cheiftain will be useless since there are no holes. And eventually you can go for the slowroll tactic! Move grenadier, direct hit or atleast splash his crystal. Move back. Rebubble. Eventually he will be needed to do something at this point :). This works aslong as your protecting your crystals good enough. Just spawn more and more units. Equip more and more, and you will get rid of dwarves draw dependency quicker then normal since you'll only be defending unless he makes a mistake :)
Important point to focus on:
Equip grenadiers (and paladins if you feel like you need it).
If hes lost all of his spiked shields you can start attacking.
Use pulverziers well, a good pulverzier can kill his unit and save yours (since it will destroy the spiked shield)
Play defenseivly
Pray on HIS mistakes
Know the map!:
Dwarves relies alot on the map so its good to know which parts the dwarf really likes and dislikes about the map. For example when i play dwarves i love the telport map and tf2 map since those maps really shows the dwarves strong points. TF2 map should be very lovely when facing tr (sadly you cant control which map it is at all).
While for example when you face tribe so is the big crystal in the middle dangerous (only 2 crystals in the middle that protects you from the wave and warrior doing 25% crystals dmg on one hit) and the tribe map (wave into a barbed crystal to destroy bubble to maintain rage)
Troll things:
If you want a fun game, ask for the opponent to play something else then tribe :)))
I think i managed to get most things that i can actually explain without replays and other things. Since alot relies on the current position, current hand and cards left.
Im sure alot of people will disagree what i've said. :)
This feels like a tribe bashing to me....and coming from Hiruma im surprised cuz u only play with the dwarfs, which can be considered boring as well to play against. So maybe you should start first by using another faction in your games . Anyway tf2 and dwarves have dominated the league for so long. Dwarf players camp, upgrade run out throw bombs and run back in. Now when they lose to tribe its all the tribes fault cuz hes shield breaks bubble , or the shaman rezzes the ko'ed unit...or the chief with sword does whirlwind attack and does splash. I cant speak for anyone but i can speak for myself, when i saw that i was playing ridiculous amount of dwarf players( basically 40% of league players use dwarf, the other 40% use tf2) which wasnt fun as well , i switched to tribe and racked a couple of wins due to the fact that most ppl dont play as tribe so they are unfamiliar with them and their "tricks" . I would rather ppl say they lose to tribe because of their failed strategy or lack of experience with the tribe cuz they are unfamiliar than make it out to be because of Rage or shield or shaman rez cuz we all know that TF2 and the Dwarfs are by far more OP than any other factions. And original poster ive played with u before and trust me ...your problems were much more than the tribe faction. Maybe if u had asked the ppl that beat u with tribe for some practice games ull improve against them. Im just saying
for the last couple of months ive been playing 50% dwarves and 50% council. yet people still think that i play 100% dwarves and people starts to bashing me for unkown reasons (i guess hatred for a team blinds you) :)
when tribe came out and people realized they were strong did everyone play tribe. so was 9/10 games vs tribe (league and non-league games). And that tribe mass games continued until TF2 came out. So except for the new users people are used to tribe unless they were lucky ^^. And i've ALWAYS disliked the DW vs TR matchup. So obvioulsy i gonna keep bashing it.
People will always find some team more fun teams more then others. But the scenarios you get in the DW vs TR matchup is just boring and i've said that for months. But i've never found any problems of playing another faction vs dwarves. When a fortfress is built, can you always destroy it afterwards, no matter how hard it is :)
Sometimes i wonder how many people here have actually tried playing dwarves to learn something or if they just went to the forums to whine right away. The most hillarious part is the nerf suggestions ^^
You can always ask if you wonder something moontz, always there to help 1 out of many poor hated dwarves out there! :)
Here's an easy glossary for our viewers at home:
"haters" = players who complain about my favorite faction
"whiners" = haters who ask for my favorite team to get nerfed
"OP" = the factions or units I struggle against the most
"imbalance" = reason for all of my losses
"fair" = all of my wins
"broken" = all special traits of other factions
"boring" = difficult strategic situations with no easy avenue for decisive victories, especially those that don't clearly favor me
Here's an easy glossary for our viewers at home:
"haters" = players who complain about my favorite faction
"whiners" = haters who ask for my favorite team to get nerfed
"OP" = the factions or units I struggle against the most
"imbalance" = reason for all of my losses
"fair" = all of my wins
"broken" = all special traits of other factions
"boring" = difficult strategic situations with no easy avenue for decisive victories, especially those that don't clearly favor me
haha :)
Here's an easy glossary for our viewers at home:
"haters" = players who complain about my favorite faction
"whiners" = haters who ask for my favorite team to get nerfed
"OP" = the factions or units I struggle against the most
"imbalance" = reason for all of my losses
"fair" = all of my wins
"broken" = all special traits of other factions
"boring" = difficult strategic situations with no easy avenue for decisive victories, especially those that don't clearly favor me
+1
LOL i would hate the tribe less if the witch could still do massive AOE to dead bodies :) once they nerfed the witch i lost interest in tribe :/
Witch AoE was never even the most powerful or interesting feature of TR. Typhoon is where it's at, easily one of the most potent things in the game.
i mainly play as the dwarves (in tournements and league play) and for some reason i stink against the tribe
i do own them and have completed the "win 50 games with tribe" achievement, but i hate playing with them and haven't since i completed the achievement
anyone have some advice for me when playing against experienced tribe users?
My tactics against tribe:
- take out all his shaman healer. Then you don't need to worry about triggering rage.
- if they have rage active, dwarf bubble really effective to render the bonus useless.
- dwarf is all about position, so always think about possible typhoon placement. Hide behind crystals to avoid typhooned to front.







Any time we're talking trades that involve Tribe, triggering Enrage is a given...
I disagree with this quote. Plenty of Tribe trades involve sending a unit deep into enemy territory where enraged is not guaranteed. Many experienced players will figure out how to avoid enrage to try to draw out shamans that can then be killed. Moreover, if you have no fresh Shamans on deck to deploy, the usability of the enrage can fall dramatically, and opponents can easily mitigate unsustainable enrage by KO'ing or damaging a unit on the next round.
The question at hand posed whether a vanilla axethrower for a vanilla imp is a good trade. You are now asserting that triggering enrage is implicitly assumed in the hypothetical. I don't agree with this. The general point I was trying to make is that the triggering of enrage, and the sustainabiliy of the enrage, should be evaluated as part of the trade much like one would evaluate any buffs on either unit. By being silent on the enrage issue, I believe the hypothetical is basically unanswerabe, and this is why my original answer was basically "it depends," which i stand by.
I am not saying that Tribe is so situational that pieces cannot be evaluated or assigned value. I am saying that enraged, as a unique Hero Academy dynamic, is essentially like an item and needs to be evaluated as such.
Challenge me in Hero Academy (username: Gribbs) if you want to spar