View Full Version : grey double-cleric forms
1337h4x012
02-05-2005, 11:42 PM
pls post some.
zzzaacckk
02-06-2005, 10:51 AM
umm why dont you make one and we will try to improve on it.
swordking35
02-06-2005, 10:57 AM
put a cleric on each side of the board???????? I have no cule....................
Hoolwath
02-06-2005, 11:05 AM
if u have seen bottles move the b ward to the right and put him there and move ur ench too, 1 right
sub the hendrix
02-06-2005, 01:23 PM
With two clerics the form isnt so mch as important as you strategy. Go on the offensive and use them! If you find you arent using both clerics, then you shouldnt be using two. As for the form? Trial and error, thats how you learn.
kvon78
02-06-2005, 01:27 PM
sub is absolutly right, if u dont utilize ur clerics your bound to get destroyed.
Terps rock
02-06-2005, 03:17 PM
when i was grey i used 2 clerics affectively because i healed almost every other turn, and i attacked from distance luring them in to my clerics then freezing
Hoolwath
02-06-2005, 03:36 PM
i have three clerics and im using just 1...
i had a good form. with 2 clerics which i mentioned b4 but i ve lost once so im back to "my" old fromation
and dont worry about using clerics affectively... u will get used to it:)
i tried also form. with 2 clerics, 2witches, ass, 3 knights, LW, scout -- unbeatem but one was too close so ....
Greyness
02-06-2005, 04:15 PM
2 clerics are just not necessary. Every opponent I have faced that had 2 clerics I have easily defeated. And a great portion of the best greys refuse to use drops. I feel the same way. I wouldnt give up my pyro for the world. :o
Hoolwath
02-06-2005, 04:28 PM
i really agree with u im back to my good old position but PYRO? think about it....
and as for 2 clerics ... i ve defeated all i ve faced but i got defeated only once so im not sure u would defeat me or TULEN - great player with 2 clerics (sry 4 the advertisement) :)
Greyness
02-06-2005, 04:29 PM
i really agree with u im back to my good old position but PYRO? think about it....
and as for 2 clerics ... i ve defeated all i ve faced but i got defeated only once so im not sure u would defeat me or TULEN - great player with 2 clerics (sry 4 the advertisement) :)
I can pwn most of the greys on lakes. With an exception of a select few.
Hoolwath
02-06-2005, 04:39 PM
i would like to belong within those "few" - anytime
are gold or grey with gold units or just grey?
whats pwn please - im really sorry i will get i memorised
how about that pyro?
banditto
02-13-2005, 06:49 PM
most kids with two clerics dont heal enough so its a waste of a unit, id only use it if i really HAD too othewise stick with one.
BlackSyphon
02-13-2005, 08:47 PM
I don't use them particularly for 1 reason: People keep bitchin that I heal all the time...what the hell are cleric for dumbshit? Am I supposed to let my guys die? Sure, its annoying, but it is an effective style of play.
My rule of thumb, use double cleric in place of a BW on your side, or vice versa.
du
i have three clerics and im using just 1...
i had a good form. with 2 clerics which i mentioned b4 but i ve lost once so im back to "my" old fromation
and dont worry about using clerics affectively... u will get used to it:)
i tried also form. with 2 clerics, 2witches, ass, 3 knights, LW, scout -- unbeatem but one was too close so ....
wasnt that the one i beat?
I like using a double cleric AND B-Ward form. Lots of support units but using this, just keep in mind to keep your Scout in range of b-ward. If your Clerics can't heal him enough, barrier him and save him. Wait until he's recovered, run back and heal. Then heal again. Scout is again ready to roll.
If you can keep the pressure on while using a rush, a grey rush using double Clerics can be nasty. I've found a few key things about grey double Cleric formations that I've found important:
Pros
1. Excellent for rushing Knights in assuming you can keep the opponent away from your Clerics.
2. I believe that they are again excellent for grey turtle vs. turtle.
3. Although having two Clerics does take away one attacking unit, double Clerics open a wide range of possible strategies if you have your basic strats and sets down well.
Cons
1. Double Cleric forms are usually dependant on the double Cleric, so letting both Clerics die is almost too much to compensate, although possible.
2. Against golds, using especially Mud Golems, Golem Ambushers, and the double Scout, those two Clerics will be targetted FAST, and against those units there really is no withstanding, especially a stoned muddy and amby.
3. Loss of an attacking unit, but this one is essentially negated if you know how to use the double Cleric well.
There's my two cents.
emerald slasher
02-14-2005, 08:41 PM
not bad dove u get a rep for that.....
as 2 clerics i used to rush in and heal kill a unit or 2 then pull out when they finally regroup enough to match ur strength and go defensively. just using the scout to snipe till the opponent comes to kill the scout or the 2 clerics. soon the opposing player finds him self going all in at the 2 clerics and being frozen then killed.....to defend this rush U MUST KEEP the scout alive and preferably keep the cleric alive as well. keep your units together and kill the opposing mages/witches and the scout. once they pull out if u have the scout alive put him in sniping poisition and take out that chanty and the clerics then pull back and heal and take out the units one at a time.
my 2 cents
BlackSyphon
02-14-2005, 09:59 PM
I thought I posted somewhere else how to use them, and how to set them up...
anyways, this is more comprehensive:
Barrier Ward vs. 2nd Cleric
2nd Cleric
-Pros
-fast recovery, ability to keep up the pressure
-able to heal every other turn
-versitile, offensive or defensive
-many unit combos
-you have a "backup" cleric
-your opponent must think hard, to make hits count
-you can use them as decoys..attracting valuable enemy units
-you can afford to take a blow for an equal blow, because you make up for it twice as fast.
-Cons
-One less attacking unit
-sometimes, they are over exposed
-hard to use correctly
-many combos based over this (esp. 2 turn ones)
-i.e. assassin 35-26+12-21=0
-i.e. pyro 30-18+12-24=0
-i.e. witch 28-18+12-22=0
-you can tell which units did what damage in the above.
Barrier Ward
pros
-when kept in LOS safe, or out of range, it can be vital.
-allows for you unit to survive in hostile situations, especially good when it is in enemy territory.
-good to maintain focus, even double cleric cannot prevent damage, they just make it less effective.
-just as many combos, like a witch behind oneof your own pieces, or even a pyros
-BW has all round blocking, and can be part of a SUB-WALL (not good in a front wall. Neither of which can a cleric preform.
-has more health than a cleric, and good for blocking LOS...hint, blocking LOS with clerics, is unwise, unless you are counting on your chanty 8)
-shorter recovery
cons
-cannot move
-has a smaller "range", a cleric can heal something anywhere.
-does not step aside, you can have alot of movement blocked off just from your own wards.
-does not count as an end game unit (a cleric can get you a tie, if you know what I mean)
du
thefreezing
02-14-2005, 10:25 PM
I like du's 2 cents the best. A rep for ya! (To du)
Lonely Tylenol
02-15-2005, 12:42 AM
I'm afraid I cannot post any screenshots of strategy ideas.
First of all, I'd like to say, reps to du, but there is one thing: 35 - 26 + 12 - 19 = 2. It can be used both as a pro AND a con.
Now, getting to the ACTUAL topic of this thread, double grey forms. I'll start with the map key:
Key:
A = Assassin
B = Barrier Ward
C = Cleric
D = Dark Magic Witch
E = Enchantress
K = Knight
L = Lightning Ward
P = Pyromancer
S = Scout
Here's the strategy I use. I can't post a screenshot of it (thanks to a faulty computer that goes haywire on every other site on the 'net), so I'll Code it.
0 C 0 0 0 C 0
0 0 D 0 0 0 D 0 0
0 0 0 0 0 S 0 0 0 0 0
0 K 0 0 0 0 0 0 0 A 0
0 0 0 K 0 L 0 K 0 0 0
Here's another two-Cleric strategy, a turtle one. I am basically talking out of the South end of a North-bound mule here (trying to keep this PG here, bear with me), since I have only tested this once, but it should work in theory. (NOTE: This is a corner semi-turtle strategy. You could use either corner with this strategy, but for the sake of theory I assumed it was the left corner.)
C C E 0 0 0 0
D 0 0 0 0 0 0 0 0
0 0 B 0 S 0 0 0 0 0 0
0 0 0 K 0 0 0 0 0 0 0
K K L 0 0 0 0 0 0 0 0
This is just an example of a spread and a rush that you can make out of this strategy. I can drum up a bomb one for you, but grey bombs, unless entirely Witch-reliant, tend to suck.
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