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Thread: Strategical thoughts / strategical Questions | This thread is pages long: 1 2 3 4 5 6 · «PREV / NEXT» |
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Russ
Promising
Supreme Hero
blah, blah, blah
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posted August 25, 2005 04:37 PM |
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Quote: Aren't Titties immune to Frenzy?
Good question. They might be, but still - it is a bad idea to replace 250-300 master grems with 1 genie, especially when you have expert archery. Even if you don't - they will most likely get to shoot since the enemy will wait - and they will take some attention off the more valuable troops. If you really want to replace something - obsidian gargs is what you are looking for - all they are good for is soaking up the retal - 1 genie would do just as well, and it can also cast a spell in the beginning, so if you've lost some garg fodder earlier - it is ok to leave them behind.
Quote: Wouldn't it be wise to place your Master Gremlins at the bottom and Titans above Master Genies? Because when the battle starts u can move your Titans above Master Gremlins (IF u have bought native heroes every week, at week 4 mainfight u should have about 280 of 'em) and then at Master Genies' turn cast FF to protect Titans an M-Gremlins and then then fly the Genies to the free hex behind FF.
You waste titan's shot, you waste a spell every 2 rounds and you don't really accomplish anything - the enemy can still destroy the rest of your army and then focus on titans + gremlins (that would also likely be the time when you run out of mana recasting the FF). Ok, well, if your enemy is a barbarian or someone else who has no water magic and has weak spellpower and you have A LOT of mana to recast the ff - it might work, but that's about it.
Quote: Now u have protected both M-Gremlins and Titans (and Master Genies too) from attacks and u can make "free" attacks with them.
Titans can also make "free" attacks with no melee penalty when some crappy critter like gargs soaks up the retaliation for them, or when they kill a stack in 1 hit
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Vegetarian: Old Indian word for Bad Hunter.
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Ruho
Hired Hero
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posted August 25, 2005 05:50 PM |
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Quote:
Quote: Aren't Titties immune to Frenzy?
Good question. They might be, but still - it is a bad idea to replace 250-300 master grems with 1 genie, especially when you have expert archery. Even if you don't - they will most likely get to shoot since the enemy will wait - and they will take some attention off the more valuable troops. If you really want to replace something - obsidian gargs is what you are looking for - all they are good for is soaking up the retal - 1 genie would do just as well, and it can also cast a spell in the beginning, so if you've lost some garg fodder earlier - it is ok to leave them behind.
Yeah, I quess it depends a lot. If u can make the shoot with Master Gremlins they're prolly worth taking, but if u are expecting mass attack and getting blocked Master Genie's Prayer/Bless/Shield/Counterstrike (on good luck ) on Titans would serve much better. In that kind of situation I would also prefer Obsidian Gargoyle stack to Master Gremlins as fodder cos they would last longer. BTW Titans are immune to Frenzy, I tested.
Quote:
Quote: Wouldn't it be wise to place your Master Gremlins at the bottom and Titans above Master Genies? Because when the battle starts u can move your Titans above Master Gremlins (IF u have bought native heroes every week, at week 4 mainfight u should have about 280 of 'em) and then at Master Genies' turn cast FF to protect Titans an M-Gremlins and then then fly the Genies to the free hex behind FF.
You waste titan's shot, you waste a spell every 2 rounds and you don't really accomplish anything - the enemy can still destroy the rest of your army and then focus on titans + gremlins (that would also likely be the time when you run out of mana recasting the FF). Ok, well, if your enemy is a barbarian or someone else who has no water magic and has weak spellpower and you have A LOT of mana to recast the ff - it might work, but that's about it.
My point was to ask if anyone have had great use of FF in endfight and then offer a particular situation in which it could rock. I tested the fight with 4th week Tower army vs 4th week Stronghold doublebuild army (10AB, 30 TB, aso.) and Tower won the fight easily losing 50 or so spell points (thanks to Magis). BTW, I quess it would be foolish to take the rest of army with u (in addition to Titans, Master Genies and Master Gremlins) only to be destroyed in few turns (like I did in my test), though they will attract enemies to full range for a few rounds.
Quote:
Quote: Now u have protected both M-Gremlins and Titans (and Master Genies too) from attacks and u can make "free" attacks with them.
Titans can also make "free" attacks with no melee penalty when some crappy critter like gargs soaks up the retaliation for them, or when they kill a stack in 1 hit
Yeah, I know. I'm not that noob . I wouldn't be speaking that kind of armies that soon if didn't know that
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Russ
Promising
Supreme Hero
blah, blah, blah
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posted August 25, 2005 09:47 PM |
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Edited By: Russ on 25 Aug 2005
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Quote: I tested the fight with 4th week Tower army vs 4th week Stronghold doublebuild army (10AB, 30 TB, aso.) and Tower won the fight easily losing 50 or so spell points (thanks to Magis). BTW, I quess it would be foolish to take the rest of army with u (in addition to Titans, Master Genies and Master Gremlins) only to be destroyed in few turns (like I did in my test), though they will attract enemies to full range for a few rounds.
Of course it worked! I even named the reason in my post:
Quote: Ok, well, if your enemy is a barbarian or someone else who has no water magic and has weak spellpower and you have A LOT of mana to recast the ff - it might work, but that's about it.
I'll remember to use your tactics when this happens
Come to think of it... if an opponent can not cast spells and you can - you can win with the crappiest army against a much stronger army.
Have you tried testing it against a 10 or so spellpower hero with chain lightning/meteor shower/implo (or at least lightning) plus some other useful spells like maybe forgetfulness, air shield, blind, or curse?
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Vegetarian: Old Indian word for Bad Hunter.
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Russ
Promising
Supreme Hero
blah, blah, blah
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posted August 25, 2005 10:02 PM |
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Edited By: Russ on 25 Aug 2005
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Btw, I just remembered using a similar strategy against the stronghold - I only had titans and master genies on my main (the other army has perished due to a sneak attack on my scout). I also happened to be INSIDE the castle walls. My opponent was Torosar with a stronghold army and I had 5 or so titans. I got f*ng RAPED there... the guy had implo, archery and the golden bow, lol. His implo killed 2, then his 2 shooters killed 2 more, then ballista finished the last one. If he didn't have the bow, things could be a bit different, but I would need to have at least expert earth+resurrection to be able to keep my titans numbers up (when I cast it in between the force fields). Gremlins can be easily dealt with a blind spell during one of the force field casts - so you can pretty much take them out of the picture.
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Vegetarian: Old Indian word for Bad Hunter.
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maretti
Responsible
Supreme Hero
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posted August 26, 2005 01:00 PM |
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Quote: I tested the fight with 4th week Tower army vs 4th week Stronghold doublebuild army (10AB, 30 TB, aso.) and Tower won the fight easily losing 50 or so spell points (thanks to Magis). Quote:
I believe that when testing something you have a tendensy of not playing the opponent perfectly. I really dont see how tower can win that fight.
If I have understood everything correct your titans wont do any damage round 1, instead stronghold will exp haste and destroy most of the rest of the tower army. Round 2 stronghold take out the rest of the army not protected from the forzefield but waits with 2 units so that you can counter exp slow or haste. Tower might get 2 full shots in here, but not enough to really hurt stronghold. Round 3, the forcefield disapears, stronghold moves first and the battle is more or less over.
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Crag rules, Orrin and Ivor suck
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Ruho
Hired Hero
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posted August 28, 2005 07:09 PM |
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Edited By: Ruho on 28 Aug 2005
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Quote:
Quote: I tested the fight with 4th week Tower army vs 4th week Stronghold doublebuild army (10AB, 30 TB, aso.) and Tower won the fight easily losing 50 or so spell points (thanks to Magis). Quote:
I believe that when testing something you have a tendensy of not playing the opponent perfectly. I really dont see how tower can win that fight.
If I have understood everything correct your titans wont do any damage round 1, instead stronghold will exp haste and destroy most of the rest of the tower army. Round 2 stronghold take out the rest of the army not protected from the forzefield but waits with 2 units so that you can counter exp slow or haste. Tower might get 2 full shots in here, but not enough to really hurt stronghold. Round 3, the forcefield disapears, stronghold moves first and the battle is more or less over.
*blush*
Geez, but that's completely true. Makes whole thing useless. LOL, how can I have ignored that... And I didn't even notice it when I tested the "strategy". *blushes again*
@Russ:
I think u shouldn't remember to use the strategy even if u fill those special conditions
I wrote that testbattle example to show that the-non-working strategy doesn't require so much mana.
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csarmi
Supreme Hero
gets back
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posted September 01, 2005 02:21 PM |
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Maretti, last time I tried a fight like that Stronghold did not stand a chance and no force field was needed (hardly any spells actually).
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Xarfax111
Bad-mannered
Supreme Hero
The last hero standing
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posted September 07, 2005 04:44 PM |
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5.What is the "Castle-Speed-Gap"? What is to observe in the Endfight with this?
Quote: so when you're castle, it's maybe not the best idea to put your AAs on wait and wait with your spellcasting till the last possible moment. If your opponent casts blind at the right moment, you'll lose the AA's move AND your spell for that round
so make sure you're immune to blind at least :-)
...yes thats the answer.
Although Archangels are the strongest Creatures in the game, the very big "speed-gap" between them and the next fastest troup makes them vulnerable to blind.
The opponent will have about 2-3 creatures which speed inbetwen that gap. So as it is normally always a good idea to wait for the right moment to cast, which is in most cases as late as u can, with castle it can be easily too late or to earlie. If u cast to early (for example mass-slow) the opponent will be able to counter that. If u cast too late your opponent will cast blind on your Archangels, so ull lose a spell, a creature, creature movements and the initiative for the next round. Maybe your opponent will overroll your other troups in the meantime. After that ull have to choose wether to unblind your AAs or to do something else...both choices might wont bring u back on the winning streak.
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Xarfax111
Bad-mannered
Supreme Hero
The last hero standing
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posted September 10, 2005 01:32 AM |
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...on "open maps" there is a high chance to win a game if you are successful in the "scoutfights", which is actually killing your opponents exploring scouts, with your scouts which are ready to kill the intruders. Of course you cant give those scoutkillers not really some necessary troups, cause if they get caught by the opponents main heroes, those creatures get lost without doing any damage at all.
So its typical to have those scouts only with Lvl1-2 maybe lvl3 creatures in 7 single-slots splitted equipped. Now the strategical question:
6. What would be your TOP 5 CREATURES to solve those scoutsfights successful? And more important:Why?
Lets see your choice!
Xarfax1
PS: @angelito can u clean this thread from spam and remove the "statistic part" into a new thread? It makes this thread unreadable. Thank you.
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maretti
Responsible
Supreme Hero
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posted September 10, 2005 01:15 PM |
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1 Royal griffens
2 Necro units if you have the ripple, especially wights
3 lvl 2 shooters
4 Pixies
5 Imps
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Crag rules, Orrin and Ivor suck
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Tc_Fear
Famous Hero
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posted September 10, 2005 06:03 PM |
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maretti, u havent mention the n1 in scout fights - golems
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'the only thing necessery for the triumph of evel is for good men to do nothing'
Edmund Burke
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Axel
Hired Hero
Centaur Master
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posted September 10, 2005 11:36 PM |
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1.Pikemen
2.Archer
3.Dwarf
4.Golem
5.Sprites
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted September 11, 2005 12:36 AM |
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Thread cleaned. Please try to stay "at least nearly" on topic by answering the questions or discuss the given answers.
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Better judged by 12 than carried by 6.
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted September 11, 2005 02:17 PM |
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My 5 units:
1. Dragonflies (normaly no1 uses upgraded level 7 units for scouts army, so u always start first in scout war)
2. Harpy Hags (no retail...fast)
3. (Royal) Griffins (more retail...much hp....fast)
4. (Battle) Dwarves (slow but strong)
5. (Iron) Golems (slow but very tough....absorbs much magic damage)
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Better judged by 12 than carried by 6.
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Russ
Promising
Supreme Hero
blah, blah, blah
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posted September 12, 2005 07:50 PM |
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My 5 units:
1. Wraiths!!!
Too useless to be in your main army, so they can be used to fill 7 spots in all of your scouts!!! They are relatively fast, they regenerate, 7 of them will kill most enemy scouts and they can seriously hurt your opponent's main if he attacks you! Up to 14 mana points drained per turn and a death ripple each turn you manage to get! Very good at weakening your opponent's main army before the final fight.
2. Centaur Captains/Cents
Relatively cheap and fast. Grass is the most common ground, so they'll have +1 speed bonus and start first quite often. Can take out any level 1 and won't die easily to level 2-s and 3-s. Even though they are valuable in your main army, it is still possible to fill all 7 slots with them without losing too much of your main army.
3. Sprites!!!
Fast, cheap, dispensable, no retal, and did I say CHEAP and DISPENSABLE? Yes, I did, but I had to say it one more time +1 speed bonus on the grass. Make it pixies if sprites aren't available (Flux is banned in most games).
4. Dragon Flies
Scout is a scout, so speed is the top priority, starting first is very nice too. However, those are a bit too expensive and valuable to fill every scout's 7 slots with them. And a magic scout with 7 level 1-s will usually beat a magic scout with 1-4 flies.
5. Obsidian Gargs
A fast and diepensable level 2. You can afford to fill all scouts with 7 of them without hurting your main army too much.
Golems would make #1 scout killers because they can laugh at spells, so they can be grouped together. A 3 golem army on a scout can take out any enemy scout. But those are SLOW. Most enemy scouts will be able to outrun them and golems have no chance of hurting your opponent's main, which means free 600 xp for him and a possiblity of him getting a skill that will decide the main battle. He won't even be forced to waste a spell like haste/slow to kill those.
Harpy Hags and Royal griffins didn't make it on the list, since they are quite valuable in your main army - just like the dragon flies, but not quite as fast. I rarely build griffins when playing castle anyways, so the only thing I would normally use will be normal griffins I get from hired heroes.
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Vegetarian: Old Indian word for Bad Hunter.
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Xarfax111
Bad-mannered
Supreme Hero
The last hero standing
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posted November 18, 2008 08:35 PM |
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A Gem revived :)
Revived
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Xarfax111
Bad-mannered
Supreme Hero
The last hero standing
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posted November 19, 2008 07:52 PM |
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Next Question
Which Confluy Hero is best to break through a pack of medusas on a fixed map on 160% Difficulty and why?
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Fank0
Known Hero
There are no limits
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posted November 19, 2008 09:14 PM |
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Lacus with expert tactics can hit/block the medusas round 1 with water elements.
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Xarfax111
Bad-mannered
Supreme Hero
The last hero standing
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posted November 20, 2008 12:58 PM |
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Quote: Lacus with expert tactics can hit/block the medusas round 1 with water elements.
I would say 100 Points for the man in the right corner with the blue shirt!
Yes with the A-Button-Trick Lacus can block the Medusas on day 1, while the Air Eles and the Pixies can savely delete the stacks one by one.
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Xarfax111
Bad-mannered
Supreme Hero
The last hero standing
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posted November 20, 2008 01:12 PM |
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7. What are the 3 big reasons to eliminate ALWAYS the non-native creatures of tavern heroes single-unit creatures on day one?
(..ok this question needed to be edited)
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