9 Beginner Mistakes in Ageforge (and How to Fix Them)
The most common reasons new Ageforge players lose: turtling at your keep, leaving the lane empty, trickling units, ignoring counters, floating gold and wasting the ultimate. With a fix for each.
By the Ageforge teamUpdated 3 min read
Key takeaways
- Don't wait at your keep. Fight for the shrine in the middle of the lane: holding it is the fastest way to the next age.
- Never leave the lane empty. After 20 seconds with no unit out, your keep starts to crumble.
- Send units in groups behind a frontline instead of one at a time.
- Train the type that counters what your opponent is sending, not your favorite unit.
- Spend gold as it comes in. Unspent gold doesn't defend your keep.
- Advance an age as soon as you can, unless an enemy push is about to reach your keep.
- Cast your ultimate into a crowded fight, not at a single unit.
Most early losses in Ageforge come from the same handful of habits. None of them need fast hands to fix; they all come down to what you train and when.
1. Turtling at your keep and ignoring the shrine
Waiting at your keep for the enemy to attack into your tower feels safe, but it gives away the shrine in the middle of the lane. The player who holds the shrine earns XP every second and reaches the next age first. Get units out early, fight for the middle and take the shrine back when you win a fight. See the shrine and the idle keep.
2. Leaving your lane empty
If you have no unit on the lane for 20 seconds, your keep starts to crumble, faster every second. Units still training don't count. The HUD warns you before it starts; deploy any unit and the burn stops. If your army just died, train something cheap such as the Wolf Rider (60 gold) to restart the clock.
3. Trickling units one at a time
A lone unit walking into a group of enemies dies without trading, and every kill pays your opponent 75% of its cost. Let two or three units gather near your keep before sending them forward, with a frontline unit such as the Clubman in front.
4. Ignoring counters
A unit deals ×1.75 damage to the type it counters. Sending Ranged units into a wall of Frontline tanks throws gold away. Watch what's coming and answer it: Frontline beats Ranged, Ranged beats Fast, Fast beats Frontline. See Ageforge counters explained.
5. Floating gold
Gold sitting in your bank does nothing, and your keep trains one unit at a time, so a big bank turns into a slow queue at the worst moment. If you can afford a useful unit, train it.
6. Advancing in the middle of a losing fight
Advancing an age costs XP, not gold, and it's almost always right. But it doesn't put anything on the lane. If an enemy push is about to hit your keep, spend your gold on units first and advance after the push is cleared. More in when to advance an age.
7. Wasting the ultimate on one unit
Your ultimate is built to hit many enemies at once. Casting it at a single unit wastes most of it. Wait until a fight is underway and several enemies are wounded, then cast it to finish them off.
8. Only ever building one unit type
An army of only one type is easy to counter. A frontline unit in front with ranged units behind it is safe against almost anything, and a splash unit punishes an opponent who masses cheap units.
9. Forgetting about overtime
At 7:00 both keeps start losing HP every second, and the one with less HP falls first. Letting units chip your keep early costs you at the end. Know whose keep is healthier going into overtime. See Ageforge overtime explained.
FAQ
- Is turtling a good strategy in Ageforge?
- No. Waiting at your keep gives your opponent the shrine and its XP, and if you leave the lane empty for 20 seconds your own keep starts to crumble.
- What is the best strategy for beginners in Ageforge?
- Keep a frontline unit in front with ranged units behind it, answer what your opponent trains with its counter, spend gold as it comes in, fight for the shrine in the middle of the lane and advance ages as soon as you can.
- Why do my units keep dying in Ageforge?
- Usually because they walk in one at a time or into a type that counters them. Send them in groups and check the counter triangle: Frontline beats Ranged, Ranged beats Fast, Fast beats Frontline.
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