Stick War II: Order Empire — a strategy where you command every fighter
Here you lead the Order's empire against the rebel nations. Miners mine gold in the mine and collect mana from the statue; you use these resources to hire fighters. The task in each battle is the same: destroy the enemy’s statue before he destroys yours. Defense your statue is no less important than the attack, and in this the game has something in common with Castle Keeper — only there one archer holds the wall, but here you have a whole army.
Why do you have to keep track of every squad?
In the first part, the player controlled one fighter, the rest fought on their own. In the second, you select any unit with the mouse and give it movement, a target to attack, or hold a position. The population limit has increased from 20 to 80 fighters, and there are 18 unit types. Because of this, fights have become larger, and microcontrol is more important than numbers.
This is already a full-fledged strategy with an economy, and not a fight between stickmen. If you just need fights without hiring and resources, there is something for that Stick Fight The Game.
Mana and ability research
Gold goes to ordinary fighters, mana goes to advanced units, spells and research. Abilities are not granted immediately. Sparton's block, Shadowrat's stealth, and Merik's poison removal are unlocked only after purchase. In a campaign of 14 levels of mana there is not enough mana for everything, so research has to be selected for a specific enemy.
Hyde
- Send the first miners into the mine for gold.
- Move some of the miners to your statue — they collect mana.
- Hire cheap Swordwrath swordsmen to cover the first attack.
- Save mana for the abilities of the units you play with.
- Gather a squad and lead it to the enemy statue with an attack command along the way.
Player tips
- Shadowrat with the Shinobi ability comes out of invisibility with an enhanced blow — it kills Magikills and Meriks, who stand behind and are weak in melee.
- Magikill sprays poison over an area, and archers with low health quickly die from it. When the mage starts a spell, move the shooters out of the area of effect.
- Sparton armor holds arrows well, so against a mass of archers they are placed in front of the squad.