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View Full Version : Need help with sets.


.Vash.
02-15-2005, 10:01 PM
Ok, need alot of help here ^_^.

http://img102.exs.cx/img102/1886/untitled2mr.th.jpg

http://img205.exs.cx/img205/5296/untitled4ju.th.jpg

http://img206.exs.cx/img206/7512/untitled0ig.th.jpg

monkus
02-15-2005, 10:03 PM
Can't see them. Make them bigger.

.Vash.
02-15-2005, 10:45 PM
This better?

[img=http://img206.exs.cx/img206/4108/untitled6zc.th.jpg] (http://img206.exs.cx/my.php?loc=img206&image=untitled6zc.jpg)

[img=http://img93.exs.cx/img93/7277/untitled8vn.th.jpg] (http://img93.exs.cx/my.php?loc=img93&image=untitled8vn.jpg)

[img=http://img93.exs.cx/img93/6452/untitled8hs.th.jpg] (http://img93.exs.cx/my.php?loc=img93&image=untitled8hs.jpg)

Chaosti
02-16-2005, 12:44 AM
well in the first formation, you should move your dsm back a row or two. otherwise, a lightning ward and a first strike will take him out, essentially causing you to start the game with only 9 units. also move the dragon back to a more protected spot since it has so little power that it's not much use early on anyways.

bludhoundz
02-16-2005, 06:03 AM
Second formation should either be centered or possibly moved into the corner.

The last one the wisp is isolated, all the long ranged units are on the other side, it its gonna be weaker on the side closer to your cleric. *suggestion* move the muddie over to that side.

Wayfaerer
02-16-2005, 02:47 PM
You pasted the image link instead of the thumbnail code!

Lonely Tylenol
02-16-2005, 04:19 PM
First formation: Great, if you want your butt handed to you on a silver plate. Both your DSM and your DT are WAY too exposed to early attacks. Move them both back a few ranks.

Third one--The Wisp is isolated, as said earlier. Move something to aid it. Also, the Scout, a long range unit, is in the front rank, where its low armor makes it easily exposed to enemy attacks, whereas the Knight, a short-ranged wall unit, is in the back rank, where its limited attacking capability is essentially useless. Switch them around so the Scout is in back and the Knight is in front.

No comment on the second one as of now.

monkus
02-16-2005, 04:28 PM
Much better. Now:

1st: An interesting rush, the cleric has nice protection. However, Chaosti is right, an awkwardly placed lward COULD take your dsm out first turn. Not only that, but if you're facing an opposite side turtle, you're gunna give it tons of time to fortify. That's bad.


2nd: I'm not sure if you're trying to rush or play defense here. You'd probably crush same side turtles, but otherwise you're in for trouble. Spread rushes can easily take out the more vulnerable units which are so conveniently up front; plus flanking is easy due to your lack of side defense. Opposite side turtles will fortify well. You can't really play defensive with it, because the scouts are so vulnerable.

3rd:
You have a nice one sided assault force that might be able to take out a cleric and a few other important units, but not enough to really kill anyone, plus the other side is totally empty plus has a huge attack at your wisp. Keep wisp near the back and try not to rely on luck of sides so much.