DISCLAIMER: This series is speculative and based on pre-release information and Minecraft. This is not to be taken seriously; this is just for fun.
This is also NOT sponsored by Raid: Shadow Legends.
This is also NOT sponsored by Raid: Shadow Legends.
Welcome back to my Hytale Gang Wars series. We've studied the basics of Hytale gang wars and what to potentially expect from the enemy. Armed with all this knowledge, I will later talk about ACTUALLY ATTACKING THEM! Heck yeah, baby!
Think of this as an expansion of "Destroy hostile factions" in my Hytale play style part 3.
Scouting
I think territories can have variations, even those of the same type and faction. (Think of how every Minecraft village or woodland mansion is unique despite having the exact same building/room templates.) So scouting the territory before raiding is important so we can get an idea of where and how to strike where it hurts the faction the most.
All three of us can scout in different ways. I can sneak past the guards and spy on the building interiors to look for backup defenses and treasure...while stealth-killing along the way. BoltOLightnin can magically detect hidden enemies or identify what magical elements the enemy is using. YoSquid has sharp eyesight as an archer, so he can take the high ground and get a bird's eye view of the territory before sending us a screenshot on Discord.
However, I prefer to be the one to scout rather than my soldiers. I am light and quick, so I can avoid detection more easily, and having first-hand information will allow me to clearly explain the enemy's defenses to my army--besides, I am the tactician...who goes into megatons of detail in his blog posts but not in his school work.
Attack!
Actually starting a raid is the tricky part because doing so will alert the entire base and unleash a huge horde of enemies. This is where information from scouting comes into play, as the first point of attack is a huge factor in determining whether or not we will win.
This assumes that we will be attacking either on land or water, unless we're fighting a faction that lives in the air. In a medieval fantasy setting, I think airstrikes against ground-based enemies would make raids way too easy because we can just bombard them with projectiles without ever getting hit ourselves (unless the enemy has a gun equivalent or laser-shooting superpowers).
If possible, we'll make the first attack by quickly killing the strongest or most dangerous visible enemies. This can be done either by assassinating with a dagger, using an area-of-effect attack like the spin attack from the trailer, or just a powerful single attack like a power punch or headshot with a projectile.
I personally prefer to attack territories in a bullhorn tactic as described by Extra Credits.
The chest would be the main attacking force charging towards the front of the base. I'd fill in that role along with BoltOLightnin (or a melee attacker if we ever get a 4th player). Because of our strong attacks and my high speed, BoltOLightnin and I can easily deal with a large army rushing us.
YoSquid would form the horn, which would attack the enemy from the side and take them down while they're busy with the chest. YoSquid's accuracy ensures that he can reliably chip away the enemy.
The loins, or reserve troops, would be our friendly faction members because I don't like seeing friendlies die. They should only join in when either they're tanky enough, the enemy is weakened, the enemy has prepared an ambush outside the territory, or we're desperate.
Alternatively, to split up the enemy evenly especially when all sides are equally well-defended, we can do a triangle attack.
If most or all of the enemy charges towards one of us (preferably me), the two officers who aren't being swarmed can pincer-attack the enemy or sneakily loot or destroy structures.
If the encampment has a lot of wooden structures, simply doing a stealthy hit-and-run attack with flint and steel or fire magic will delay the enemy as they panic and try to put out the fire while the rest of us annihilate the ambush parties.
This does not work on fireproof factions.
To a small extent, it works on factions that don't care about their personal safety; some may get burned to death, but some may escape the base and find me and my army. That said, at least they'll be a little easier to kill.
This assumes that we will be attacking either on land or water, unless we're fighting a faction that lives in the air. In a medieval fantasy setting, I think airstrikes against ground-based enemies would make raids way too easy because we can just bombard them with projectiles without ever getting hit ourselves (unless the enemy has a gun equivalent or laser-shooting superpowers).
If possible, we'll make the first attack by quickly killing the strongest or most dangerous visible enemies. This can be done either by assassinating with a dagger, using an area-of-effect attack like the spin attack from the trailer, or just a powerful single attack like a power punch or headshot with a projectile.
I personally prefer to attack territories in a bullhorn tactic as described by Extra Credits.
The chest would be the main attacking force charging towards the front of the base. I'd fill in that role along with BoltOLightnin (or a melee attacker if we ever get a 4th player). Because of our strong attacks and my high speed, BoltOLightnin and I can easily deal with a large army rushing us.
YoSquid would form the horn, which would attack the enemy from the side and take them down while they're busy with the chest. YoSquid's accuracy ensures that he can reliably chip away the enemy.
The loins, or reserve troops, would be our friendly faction members because I don't like seeing friendlies die. They should only join in when either they're tanky enough, the enemy is weakened, the enemy has prepared an ambush outside the territory, or we're desperate.
Screenshots from my FE8 ROM hack |
Alternatively, to split up the enemy evenly especially when all sides are equally well-defended, we can do a triangle attack.
If most or all of the enemy charges towards one of us (preferably me), the two officers who aren't being swarmed can pincer-attack the enemy or sneakily loot or destroy structures.
If the encampment has a lot of wooden structures, simply doing a stealthy hit-and-run attack with flint and steel or fire magic will delay the enemy as they panic and try to put out the fire while the rest of us annihilate the ambush parties.
This does not work on fireproof factions.
To a small extent, it works on factions that don't care about their personal safety; some may get burned to death, but some may escape the base and find me and my army. That said, at least they'll be a little easier to kill.
Vs. Trorks
That Trork encampment shown for the Golden Joystick Awards has only two watch towers with one Trork each, so two simultaneous headshots with arrows, throwables, or magic should destroy their vantage point strategy at the very start.
If Trorks climb the ladders to man the posts, we can just shoot them down since they'd be slowed and unable to attack while climbing.
I overlooked this trait from the NPC behavior post: Trorks spar by punching each other to the point where one of them gets knocked out.
This is REALLY fun to exploit. We can wait until at least one Trork from each pair of sparring partners gets KO'd, then we strike. There will be fewer Trorks ready to fight us...and I can disrespectfully curb-stomp the KO'd Trorks!
Alternatively, just throw meat. That's pretty much it.
If Trorks climb the ladders to man the posts, we can just shoot them down since they'd be slowed and unable to attack while climbing.
I overlooked this trait from the NPC behavior post: Trorks spar by punching each other to the point where one of them gets knocked out.
This is REALLY fun to exploit. We can wait until at least one Trork from each pair of sparring partners gets KO'd, then we strike. There will be fewer Trorks ready to fight us...and I can disrespectfully curb-stomp the KO'd Trorks!
Alternatively, just throw meat. That's pretty much it.
Vs. Outlanders
Outlander leaders man defensive posts like the rest of their crew, so we can easily cut down the Outlanders' morale and ruin their tactics quickly with a well-aimed shot as our first attack. A fire arrow would come in handy for this because Outlanders wear wooden masks and are adapted to the cold--heck, imagine if corpses and grass could spread fire to other enemies as well!
If a wild animal that Outlanders attack, such as a wolf or bison, is nearby, I'll wait until it approaches the Outlander base and the Outlanders get distracted.
This screenshot's file name contains "outlander_leader". Unlike other Outlanders, this one wears gray fur with a skull on their torso. Screenshot from Hytale |
Alternatively, we can sacrifice one of our own animals by throwing its favorite food near the Outlander base, but this is risky in case Shadrok's animal sacrifice theory is true--this could raise the Outlanders' stats and/or morale or allow them to cast certain spells.
I imagine Outlanders to be heavily reliant on their defensive structures because of how fortified and well-designed their bases are.
So, if we choose not to go for the leader, we can set up a long-range TNT cannon or just spam goblin bombs at their structures to destroy clusters of Outlanders (though not necessarily their structures in case they're unbreakable). I am the most muscular in our group of three, so I can throw the farthest.
(Some of their structures are made of stone, so fire won't spread very well.)
If Kweebecs can absorb water like plant roots can, could Kweebecs be effective against Outlander priests?
Vs. Scaraks
Scarak archetype concept art by Hytale |
While the other factions as a whole have clear weaknesses based on their lore and physiology, Scaraks do not--while they are clearly insectoid, I don't imagine them to be weak to fire because they live in zone 2 and some of them are so big that they can't be squashed with a blunt weapon like real-life cockroaches can.
But not all Scaraks have zero apparent weaknesses. Locusts are fliers, so, based on my Fire Emblem knowledge, they'd be weak to bows. Have you ever popped the abdomen (i.e. the fat back part) of a cockroach? That's what I think shooting down a Locust Scarak is like.
We'd better carry antidotes though--poison can be an annoying status condition.
I guess I just fight the Warrior like a normal enemy--simply stab it several times with my spear. Maybe it can fly for a few seconds at a time, but it doesn't matter because I can simply roll out of the way as usual.
The Tank (a.k.a. the Shield) is the hardest part besides the Broodmother, especially if it executes its wall-making tactic from the concept art and we can't break blocks.
I suppose we can hammer away at it with blunt weapons, but just in case they don't take as much damage from bludgeons as other armored foes, we can just spam magic.
Alternatively, if we're in an open field and I can perform acrobatic stunts, I can stunt-jump behind it and strike its vulnerable back.
It's probably too early to assume what the Broodmother does, though I guess it can spit poison just like Locusts and can command other Scaraks.
I wanna pop that huge abdomen with a spear or arrow, but again, assuming is too early; it may have a sturdy abdomen...just like my own abs. (No, seriously, I have six-pack abs. I've been punched in the gut by Coach G-Force and I hardly reacted.)
Vs. Kweebecs
Easy: just set them on fire and use axes. They are made of wood, they hate axes, and some wield spears, which have a weapon triangle disadvantage with axes. (Just kidding with the last part. Hopefully they don't have axereavers.)
Because Kweebecs sunbathe to feed themselves, attacking them at night is best. Alternatively, we can shroud their villages in darkness with either blocks or magic.
Just in case Kweebecs drink water with an equivalent of plant roots, we should also cut off their water supplies. Fire magic might evaporate water, similar to Primal Groudon's Desolate Land Ability.
One drawback of setting Kweebec villages ablaze is us also having to move around the fire. Fireproof armor and fire resistance potions are the obvious answers, but water magic can also come in handy if our way is blocked and we have no fireproofing.
I will also be ready in case there are fireproof Kweebecs.
If ice magic is effective against plants and Kweebecs like how the Ice type beats the Grass type in Pokémon, this is the safer option for us because cold weather is not very dangerous outside of a snowstorm. We can do our first attack simply by casting a blizzard on the entire village, then when much of the Kweebec army is frozen or dead, we can rush in with our usual fighting styles with spear, bow, and wand/axe in each of our pairs of hands.
After a blizzard, all we have to deal with are ice blocks and fallen snow, which are much safer to navigate than fire and don't need protective gear. Sure, we may slip, but so will the enemy, so I'll take the lead as I'm graceful and precise on my feet. If ice blocks get annoying, we can simply melt them with fire or shatter them with physical attacks or pickaxes.
Don't judge me (just kidding) when I kill Kweebecs in an evil playthrough. I'm a cold-blooded killer. Screenshot from the Hytale announcement trailer |
Vs. Ferans
These are just wild guesses because there's not much information about Ferans compared to the Trork, Outlander, and Kweebec.
Ferans appear to be based on the fennec fox because of their ears (similar to the Pokémon Fennekin) and the fact they both live in deserts.
I was gonna wild guess that ice magic would hurt Ferans a lot, but according to National Geographic, fennec foxes' thick fur protects them during cold nights, so maybe ice magic effectiveness would be slightly better than normal damage (like 1.1x?).
Ferans live in hide tents and bone cabins, which, to me, are weaksauce building materials. Though they are fire-resistant, I think hides can be easily broken with swords or shears while bones can be shattered with bludgeons or pickaxes.
Ferans are associated with the wind element because of their freedom bracers, so maybe their shamans primarily cast wind magic.
Wind is weak to earth and electricity according to TV Tropes. Earth can raise a rock wall to block wind, but I don't understand how electricity beats wind because air does not conduct electricity.
This can be dangerous as, according to TV Tropes again, wind magic can cast tornadoes and grant flight or high speed. Considering that zone 2 is a desert, wind magic can even stir up a sandstorm and deal constant damage to us unless we wear eye safety gear.
BoltOLightnin can neutralize or block the wind with his own magic, while I can overpower the wind with my sheer speed (though I may still be slowed).
YoSquid would be hurt the most because his arrows would probably fly very inaccurately as the Ferans shift the wind's direction, and YoSquid is kinda slow.
Though not confirmed, I will brace myself in case Ferans can use dark magic because of their bone staves.
Ferans appear to be based on the fennec fox because of their ears (similar to the Pokémon Fennekin) and the fact they both live in deserts.
I was gonna wild guess that ice magic would hurt Ferans a lot, but according to National Geographic, fennec foxes' thick fur protects them during cold nights, so maybe ice magic effectiveness would be slightly better than normal damage (like 1.1x?).
Ferans live in hide tents and bone cabins, which, to me, are weaksauce building materials. Though they are fire-resistant, I think hides can be easily broken with swords or shears while bones can be shattered with bludgeons or pickaxes.
Ferans are associated with the wind element because of their freedom bracers, so maybe their shamans primarily cast wind magic.
Wind is weak to earth and electricity according to TV Tropes. Earth can raise a rock wall to block wind, but I don't understand how electricity beats wind because air does not conduct electricity.
This can be dangerous as, according to TV Tropes again, wind magic can cast tornadoes and grant flight or high speed. Considering that zone 2 is a desert, wind magic can even stir up a sandstorm and deal constant damage to us unless we wear eye safety gear.
BoltOLightnin can neutralize or block the wind with his own magic, while I can overpower the wind with my sheer speed (though I may still be slowed).
YoSquid would be hurt the most because his arrows would probably fly very inaccurately as the Ferans shift the wind's direction, and YoSquid is kinda slow.
Though not confirmed, I will brace myself in case Ferans can use dark magic because of their bone staves.
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