View Full Version : Good grey strat? (2 DMW and/or 3 Pyro?)
Deathwysh
01-21-2005, 06:45 PM
Hey anyone know any good forms for a grey user with 2 DMW and/or 3 pyros? thanks
As a grey I wouldn't recommend using 3 pyros. Pyros just don't hit very hard and they die too easily. If we played and you had 3 pyros I'd focus on killing them, leaving you with probably 5 attackers left, a cleric and a lw. I may lose 1 piece in the process of doing it, but I'd still have the huge advantage. I have seen 2 or 3 witch forms both used very effectively. Witches hit hard enough that just having 2 of them will keep scouts back a ways and make brave knights think twice about rushing in. The best grey form for a long time has been the grey turtle. It's basically all your units on one half of the board with a wall of knights and a LW on the front line. Put your 2 witches a couple squares back from the line, go read my site about enchantress use www.freewebs.com/nadstaosite then throw her in by your cleric with a barrier ward and you're ready to rock.
Wayfaerer
01-21-2005, 06:57 PM
Pyro's are champs (I used to use just 2, not 3). If he knows how to play you'd lose alot more than 1 unit :rolleyes:
Office_Shredder
01-21-2005, 08:54 PM
I saw a nice setup that uses two pyros as the wall up front one tile back from the farthest up, so knights need to go into LW range to hit them.
It was a much more solid setup than I expected when I saw the pyros (I think it ended up with my chanty in the corner, surrounded by paralyzed units, and his knight unable to come in without getting paralyzed).
sub the hendrix
01-22-2005, 02:14 AM
Pyros can be either a n00b unit, or deadly in the hands of a highly skilled gray. Their main advantages over witches are their durability (not high by any means, but better than witches). Personaly I, like most people, would go for two witches and a bw instead of 3 pyros, but if you can make them work, go for it.
KBHoleN1
01-22-2005, 06:01 AM
For a long time I used a 2 dmw, 2 cleric setup that owned almost any gray. Clerics on back row, 2 space apart, ench on back row in corner, dmws 2 rows ahead, spread apart and flanked by a scout to one side. 3 Knights, all on front row with lw, lw in center of board, 2 knights on the side with witches to protect flank around them, 1 on side with scout and chanty. This only got hit hard effective knight rushes, but the only games I lost with it were to defensive turtles, or to bad luck. Witches, as nads said, keep most units from attacking, and the ench is a backup to stop any heavy hitters that make it to my clerics. The thing with this setup, you have to be willing to freeze a cleric or two of your own to finish off attackers and then unfreeze and back away. Gets tricky, but I think I perfected the art of a back-row ench over several resets with this setup. But somehow I can't seem to match the setup, keep forgetting where the units were exactly.
Second reset I ever played I had 3 dmw drops. 4 witches = total ownage of rushes + a hell of a lot of fun.
Office_Shredder
01-22-2005, 07:35 AM
I had 3 witches within a week and a half of playing this game.... I had the most pwning rush :)
Eternity
01-22-2005, 09:20 AM
As a gold, I play with my Dragonspeaker Mage, Dragon Tyrant, and other pyromancer. With 27 attack for each of the pyromancers, they are pretty menacing units.
SO, Whenever I play as a gray, which I like to do sometimes, I am always disappointed by the low attack of a pyromancer. 11 damage to a knight! However, like others have said, the pyromancer can be a very powerful unit when used correctly. If it hits a cluster of units in one place, they become weaker and your scouts/witches/assassins or any unit can come in and finish the job.
I would recommend using just one pyromancer or 2 if you have to, and the 2 DMW. Witches have the same recovery time as pyromancers, they move the same amount of spaces, and have a stronger attack. Downsides are that they have lower blocking and a little less health. But remember, DMW can kill a Cleric in one hit, a very valuable asset to both sides.
Since the DMWs probably won't last long in a given battle, I always try to put them in front on the side. There, they can attack more than one unit from the side and weaken them greatly before they die. Using 2 DMWs is best.
KBHoleN1
01-22-2005, 04:10 PM
Since the DMWs probably won't last long in a given battle, I always try to put them in front on the side.
So you stick them up front and let them die? Leave your witches back for defense, keeps rushing units away. Attacking with magic, unless it's for a kill, is usually not a good strategy for early in the game. You can keep your DMWs till the end (when they're really useful) if you protect them properly.
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