Target Practice Modifier In Focus

This is a very unique situation where instead of doing what is expected, I do the opposite. I learned from my experience that using an all melee team avoids my units to be targeted by Snipe. Without the Snipe, it's easy to predict where the attacks will come from. With multiple tanks in the front and since this lineup using Elowen Sylphie is naturally tanky, even if the enemy has a strong, by the book lineup, I was still managed to overcome them.

Modifiers

Target Practice - All Ranged and Magic attack Units have the Snipe ability.
- Taunt is one of the best answers to Target Practice Modifier. Since all enemy Ranged and Magic units gain Snipe they will try to hit backline units but Taunt redirects those attacks to the Taunt unit instead. This protects low health support units and gives you control over where the damage goes. In this Modifier, having one strong Taunt unit can hold the team together especially if it's properly supported by Tank Heal and Repair.

5 Combos You Can Do with Target Practice Modifier
| Modifier | Name | Description |
|---|---|---|
![]() | Taunt | All enemy Units target this Unit (if they are able to) |
| - Taunt is one of the best answers to Target Practice Modifier. Since all enemy Ranged and Magic units gain Snipe they will try to hit backline units but Taunt redirects those attacks to the Taunt unit instead. This protects low health support units and gives you control over where the damage goes. In this Modifier, having one strong Taunt unit can hold the team together especially if it's properly supported by Tank Heal and Repair. | ||
![]() | Void Armor | Magic attacks hit this Unit's armor before its Health |
| - Units with Void Armor are good in blocking Snipe because they are good with blocking both range and magic damage. Units like Thanalorian Scion has magic damage, high armor, Corrosive Ward and Void armor. She would be a good unit to block Snipe attacks with Void Armor. | ||
![]() | Blast | Does additional damage to Units adjacent to the target Unit |
| - Blast becomes very scary in Target Practice Modifier. Since Snipe ignores the first unit and hits the backline Blast can damage three units at once for every Snipe. This means your enemy can lose health on multiple units in one attack which makes the fight very deadly for them. If you stack high damage with Blast the damage on the enemy team becomes very high as well and hard to recover from. | ||
![]() | Silence | Reduces the Magic damage of all enemy Units |
| - This can reduce the attacks of magic units by 1. Since magic attacks bypass armor, you can meet a lot of units trying to abuse this modifier by them using a lot of magic attacks. Silence can curb this damage and this allows your team to take less damage than normal. You can even add Void on top of it in order to get lesser damage than with just Silence. | ||
![]() | Demoralize | Reduces the Melee attack of all enemy Units |
| - This is sort of a five-head move and I would say more on the advanced category. So, when a unit with Snipe are not able to find a target like when everyone is melee, it reverts back to normal attack targetting the front unit instead. I sometimes do this when I don't have a good magic or range unit combinations so in these situations, Demoralize works like a charm. Since your enemies used a full melee team to avoid getting sniped, Demoralize reduces all of their attacks keeping your team safe by having less damage dealt on them. |
Battle Breakdown
Early Game:
I was planning to add Satha Toledo as well since I want some Tank Heal in my team of tanks. If I do, since all of my units are melee damage, the enemy non-melee would just target and prioritize it. I don't want this to happen. Instead, I used a full melee team instead neutralizing the modifier. Since I am using Elowen Sylphie, all of my Mundane Beast and Avians have Charge and can attack from the back. This allowed me to ignore the Target Practice while having all of my team still attack from the back. I also managed to dodge the enemy archon's ability reducing magic damage similar to the Silence ability with this full melee strategy.
Mid Game:
Since Tank Heal only heals the front unit, I was able to kill the enemy Taunt on the back quite easy in two rounds. The real problem in my enemy lineup though wasn't the Taunt but the front tank, Grimbardun Fighter, with Shield who is supported by Satha Toledo's Tank Heal. Shield is good against my team since I used all melee damage halving all of my damage. I don't have any Sneak though so it's just a matter of overwhelming the enemy.
Late Game:
After the death of their last tank, Endless Ape, Satha Toledo is now in the front. My team doesn't deal a lot of damage but since they don't have good speed, my team is consistent in the damage and that consistency overwhelmed their heals. Since range units cannot attack from the front, only the last unit, Husk of the Hunter, is the only unit that can attack. Husk of the Hunter is also a range unit. If Satha Toledo dies, I get free hits on this last unit since theirs cannot attack at all.
Full Battle can be found here: https://splinterlands.com/battle/sl_6c77c07f0dec16e39be3a23be9fc8084

Closing Thoughts
Target Practice Modifier may look simple but it changes how every battle is played. Backline units are no longer safe and is the usually the main target of the attacks. There are many minor tricks that you can use to make this modifier work with you or against your enemies. If you plan well and pick the right units Target Practice Modifier can be easily overcome.
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