Fight or Flight in All Army Attack
Updated
Push the next wave, or pull the army back. That is the choice to practice. The store page tells you to judge each encounter like a general or a gambler, and to sacrifice or preserve troops so the encounter pays. The November 10 briefing uses the name: fight, or take flight, to preserve troops and maximize income.
A hands-on that prints the button words says Fight continues with what you have left, for a larger reward, and Flight retreats so you can regroup. The same report says a failed push costs the gold and the hearts. A Japanese play report describes the same beat without the English labels: after a wave you go on or turn back, and a wipe takes gold and the commander's hearts. The store page does not print that penalty. Treat the heart cost as a preview report, and confirm it the first time the demo lets you die on purpose.
Selling a card is a different control. Dead End, on bosses, says cards cannot be sold this turn, which only makes sense if a sell action exists. Hands-on notes also describe selling unwanted troops during preparation. Do not call that sell button Fight or Flight. The push-or-pull is the income gamble. The sell is how you clean a row.
When to pull back
Pull back when the next wave is the one you cannot name. Preserve Rifle Chick if you are on the Warcluck plan and you have not seen the field-wide +1 land yet. Pull back when your only answer to the next curse is already on the field and you would rather spend the payout in the shop than risk the hearts.
Pull back when Dead End is the curse you expect and your row is already wrong. Once that curse is active, the sell cleanup is gone for the turn. A pull-back that assumed you could sell afterward will leave the bad card sitting there. Read the curse before you push.
When to push
Push when the army already answers the wave you can see and the extra payout buys a reinforcement you can name. The store text says wins become new units and massive reinforcements. The previews say the extra reward is the reason to continue, and the wipe is the reason not to. Those two sentences are the whole policy.
Push when Warcluck's crowd is wide enough that one more wave is a gold problem, not a body problem. A bigger crowd with an empty wallet is a painting. The units page separates crowd size from the reported roster of 60 types so you do not confuse "more sprites" with "more income."
Warning: Do not push on the only card that answers the next curse. Muddy Waters punishes Refresh by cutting attack speed and speed. If your recovery plan is "refresh until the row is perfect," that curse taxes the plan. Pull back and keep the card that does not need a refresh.
A simple first-run policy
- Fight the Prologue with the units you drafted. Do not push a second wave on turn one.
- After the first payout, sell one duplicate in the shop if a tag you understand is on offer. That sell is prep, not the Fight button. The tags are on cards.
- Bank the rest into the home base, especially a hat with a printed number. Merchant Hat is +2 income per turn on the hats page.
- On later rounds, change the row before you Refresh. Refresh spends gold to see new cards. Fight or Flight spends the army's safety to see a bigger payout.
- Against a boss, stop pushing once the formation is the one you meant to bring. The briefing says you swap soldiers to make room for stronger ones, not that you arrive empty.
The fest slice is the right place to practice, because a full 2027 run is not available and a spreadsheet will not show you the payout. The beginner guide puts the policy in week-one order.
Verdict: Default to Flight in the Prologue. Push once, on purpose, only after you can name the card the extra payout is supposed to buy. Gambling every wave is how the store's own "gambler" line goes wrong.
FAQ
Does Flight mean leaving the map?
The previews describe regrouping after a wave, not abandoning the run. The briefing pairs take flight with preserving troops for income. Read Flight as the preserve half. Confirm the exact button in the demo before you promise a friend you can undo a push.
Is the payout always gold?
Shop screenshots count gold. The store text says resources and cash. Gold is the visible currency. Another resource hidden in the full game is unconfirmed. Spend the gold you can see. Maps still changes which cards that gold can buy.
Where does the money go after the choice?
Into reinforcements, the town, bonuses, unlocks, and hats. A rich pull-back on the wrong map is a full wallet in an empty shop. Wishlist does not change the economy. It only puts the demo on your account when the button exists.
Sources: Steam store page, Steam community announcement, MKAU Gaming hands-on, 4Gamer play report, PowerUp hands-on