View Full Version : My strategy
Alfrayer
03-09-2005, 02:57 PM
Well what i do is, i send my people out all over the feild, slowly send out my normal attack units I.E Knight, Scout Assasin...... to take out there mages as fast as possible and as many other attack units.
Next whilst taking out there mages i get my pyros and dark witchs into a corner all together, a few aqaures away from my cleric.
My cleric is guarded by my lightening ward.
Now with all my attack units dead and (hopefully) all there mages dead (must take out scout as soon as possible). I keep skipping my turn, unless i still got an attack unit left.
As soon as one of there units step into my proximitythey get hit by pyros, witches, lightening wards, and anything i got left over. Taking them out 1 by 1.
My cleric is guarded by my lightening ward. Also put it in the bottom corner, ward in front of it and a knight by the side of it. Never move this knight as its a very improtant defence system.
I have only tried this out 3 times but so far i have beat 2 hard gold and a medium grey.
Try it out as it can help drasticly.
CRX687
03-09-2005, 04:02 PM
that's interesting, but you say the Lward is directly in front of cleric?! :eek:
I prefer simply to go on an all-out attack that nothing except rantzus can stop :cool:
i almost stopped you......sorta
I keep skipping my turn
That's the move of a coward :mad: Unless you want a draw though :cool:
monkus
03-09-2005, 07:35 PM
Ain't nothing wrong with skipping your turn. Except there's one flaw I see with your strategy:
You say to charge in your non-mage units to kill their scout and mages. But then you say that THEIR non-mage units won't be able to kill yours, but instead you'll win. Plus, the whole "1 at a time" thing doesn't work out, if they're smart, they'll regroup right outside mage range and charge in together. And if you miss the scout, you're dead.
One massive attack always works better.
Amaroth
03-09-2005, 08:01 PM
That's the move of a coward :mad: Unless you want a draw though :cool:
I skip turns quite a bit. If I have no move to make, why make one? Might as well wait it out, hold down the fort, and draw them in.
Godmic18
03-09-2005, 08:10 PM
One massive attack always works better.
Ya. Most definitely true. Or draw them in with the use of some turtle tactics. Running all over the place after mages will most likely result in your death against good players.
Lonely Tylenol
03-09-2005, 11:22 PM
When I was a grey rusher, I never skipped turns.
Now as a gold semi-turtler, I skip whenever there is no good move in the works. For instance.... If I have my corner wall built up, and no enemies are within attacking range (generally a moot point unless it's an opp-side turtle), I will skip a turn so they will come at me and I can systematically crush their units and/or take a beating (depending on the opponent).
Nothing wrong with skipping turns, however, I do see a major flaw in your strategy. Monkus already pointed out the second half, but pertaining to the first half... Sending in powerful melee units (Knights) to kill fragile Mage units (Pyromancer/DMW), is definitely NOT a fair tradeoff... ESPECIALLY at the expense of your Scout! Letting your opponent think you have a weakness is your strength; actually having an exploitable weakness is a weakness.
sub the hendrix
03-09-2005, 11:31 PM
I still want that rematch LT, I was gonna pull a nasty one with wisp/scout when I had to go ;) . Anyways, the point of TAO is to use your units as a team, so seperating your spellcasters frome your blockable units is a bad idea.
That said, I find that is usually unnesecary to use more than two knights and a scout in an attack, sometimes less. Mages/ spellcasters cannot long "hold down the fort" by themselves, except maybe a chanty BW combo. With no Knight wall to protect them, and all with high recovery, they are gonna be pretty vulnerable. I personally use only a DMW, and no pyros or drops, then I can protect my few weak units with Barrier Ward. Every now and then I see someone who suggests a strategy with units on opposite sides. For a grey, seperating your units is almost always a bad idea, unless you have drops and are rushing (like LT).
Lonely Tylenol
03-10-2005, 03:08 AM
For a grey, seperating your units is almost always a bad idea, unless you have drops and are rushing (like LT).
Yep. I may not have this gold game down QUITE as good as the grey game, but in my defense, what I know about the grey game isn't half bad. That or turtling simply isn't my thing. Either way, it's aside from the point. (P.S. I don't plan on giving up turtling--Now that I've begun using the Stone Golem, I find it hard to imagine how I went without it.)
Alfrayer, your strategy simply will not work the way you have described it. When you are utilizing a spread/rush strategy with the limited melee units greys have, it is ABSOLUTELY ESSENTIAL that you minimize your losses in the face of the opponent, ESPECIALLY when fighting against a turtle. Giving up units is never a good idea, unless it is absolutely necessary to eliminate a crucial enemy unit/save a more crucial unit. Unless you kill their Cleric and injure their melee units at the expense of your own melee units, you're simply digging your own grave.
Cross Punisher
03-10-2005, 09:44 PM
Playing defensively is just so much more morally satisfying when you win. I myself don't currently use a stone golem because the focus is too easily broken at times, but I do use a defensive setup.
sub the hendrix
03-10-2005, 10:11 PM
I know how it feels LT, gold is addicting. Personally, I am a really good grey, and I dont mean to be arrogant, but its true, I have 9 months of experience under my belt. Gold, I am so-so. Better than some, but I attribute that to having excellent golds in BG to help me out. I go defense because its natural for me, but I totally appreciate you taking on the harder strat. both gold and grey LT, it's awesome to challenge yourself.
By the way, LT, we never played grey I dont think. I would love to see a good grey rush. I did play someone with a two cleric rush that was excellent once, but I dont think it was you.
Dark Ronin
03-10-2005, 10:38 PM
getting back on topic.....i actually used that strategy before. There's only one problem with it..with the assasin bomb...u have to kill the assasin too...one time, i killed mage and scout and was happy, but then he attacked his own assasin to get the bomb that wiped out my lw.....that sucked...and that strat also opens you up totally to a witchburned cleric...with that form, you gotta be very careful....
sub the hendrix
03-10-2005, 11:10 PM
The assassin bomb will rairly get you, if you have BW and know what you are doing. That is the advantage of unblockable ranged attacks when you are attacking, you can dispose of the enemy assassin, and they waisted a turn hitting their own unit. It is a lot harder, also, to pull of an ass-bomb in an opp. corners game.
Megabyte
03-10-2005, 11:26 PM
Ain't nothing wrong with skipping your turn.
yes there is, there's always something to do, adjust the way a unit is facing, move it to a better defensive position, prep one for the move after whatever ur waiting for.
Just skipping your turn means that you hav complete confidence in where your opponent will move next and what he will do. I've yet to see anyone who can really predict this perfectly.
sub the hendrix
03-12-2005, 08:50 PM
In opp. corner grey turtle games, often skipping turns is fine, but never more than one at a time.
You can charge me all you want, I'll break your charge while keeping all but 1 or 2 units, then I have all day to go in and kill you.
Bottle
03-14-2005, 02:36 PM
Turtle game. You skip turns against me, you hand me the initiative. You hand me the initiative, I attack with an armored dragon, 2 armored scouts and an armored muddy. I attack with an armored dragon, 2 armored scouts and an armored muddy, I win.
Rush game. You skip turns against me, you deal me no damage. You deal me no damage, I am free to attack where I please. I attack where I please, I kill your critical units. I kill your critical units, I win.
Notice how skipping turns always results in my winning...
BlackSyphon
03-14-2005, 03:06 PM
well, I have found that skipping turns...as long as you can move something (other than cleric) is stupid. I always move or attack. Mostly move tho :)
du
Cross Punisher
03-14-2005, 09:43 PM
Yes even if there is no opening to attack, you can always make better position of your units.
ent__89
03-15-2005, 03:04 PM
I just became gold yesterday, and i have found that it is more risky to skip turns as a gold than a grey...this is because skipping turns as a grey isnt as bad since most attacking units will have blockable attakcs, while playing golds you are more likely to play against more unblockable attacks from your opponents units......in the end i have yet to skip a turn as a gold(not that that is saying much :D )
On another, more random, note...i find learning to play as gold is like learning the game over again...although my days of gold jumping have helped a bit...i am open to any advice(not realy expecting, but it would be nice :cool: )
Chaosti
03-16-2005, 12:03 AM
for grey, one word: enchantress.
for gold, several words: frosty, wisp, furgon, mud
Bottle
03-16-2005, 03:40 AM
Here's a couple more words;
Scouts, dragon, stoney.
Krome
03-16-2005, 07:17 AM
and frosty
Bottle
03-16-2005, 12:45 PM
Frosty was said in Chaosti's post, idiot.
Wayfaerer
03-16-2005, 02:31 PM
My strategy
It's mine now :cool:
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