Megabyte
03-11-2005, 11:44 AM
I am making it a goal of mine to help enlighten players in general. There's too much emphasis on the setups themselves. I'm a firm believer that your setup isn't much. Its a step to the process of playing the game. After the first turn, your setup doesn't mean anything anymore. Its how you play.
I'll be making a thread like this every so often in an attempt to help show the other steps which are commonly ignored by many players. This is info I've found is critical in winning and playing at your best, yet is passed off as a side issue to your average player.
Todays topic....
Turn based info:
Character Name: Move: Attack:
Knight 0 1
Beast Rider 0 1
Assassin 0 1
Furgon 0 1
Scout 1 1
Mud Golem 1 1
Frost Golem 1 1
Poison Wisp 1 1
Barrier Ward --- 2
Pyromancer 1 2
Dark Magic Witch 1 2
Dragonspeaker Mage 1 2
Dragon Tyrant 1 2
Enchantress 1 2
Golem Ambusher* 1 2
Stone Golem 2 2
Lightning Ward --- 4
Cleric 2 3
This is critical stuff, commonly overlooked. Know your turns! Plan accordingly around them. A player heals with the cleric (no movement), then next turn have the scout move and attack. Someone has their LW attack, then next turn moves their DT/caster in and attacks with it; then has their muddy move in and quake.
See the problem with these? The units will all be able to move/attack again on the same turn.
Why is it a problem? Because your not making the most of the units. If you have multiple usefull moves that are all available at once, you can't use them all on the same turn. Timing is key. You don't want to have to sacrafice your scout to kill a unit because you couldn't heal AND attack with the scout in time. You want to be able to have planned your moves following the turns that these units rest so that you can heal and attack accordingly.
How is it solved? Just realize that you don't need to necessarily change the way you play, just the order that you play it. Instead of using the DT on the scout, then mud quaking it, do the muddy first, THEN the DT. Same result (dead scout), and now instead of having both the units come back in 2 turns (meaning one of em will be just sitting there un-used for a turn, basically giving your DT or your muddy a 3 turn wait) you get your muddy back in one. Doesn't seem like much, huh? But a single turn can make a difference. It can be the difference between my muddy getting to make another attack, then retreating, or my opponents knight moving in for that kill shot.
Look at it logistically with the muddy/DT example. If you don't attack with turn planning, then you get both units back in two turn. Your opponent pummels these units while they sit there. Then, after 2..you move your muddy back for a heal, leaving your dragon for 3 turns. BUT, if you attacked in the proper turn planning, your dragon would still wait for 3 turns..but your muddy would have gotten another attack in by then, and likely taken a lot less damage.
This is just one exmaple of proper turn planning. Using it once doesn't mean much in a game, but planning each turn accordingly to minimize damage taken and maxamize your units usefullness and damage can add up real fast.
edit: Some of you can maybe see for yourselves, but I'd say after playing some..that after about 5 or so turns your planning has a noticeable result.
I'll be making a thread like this every so often in an attempt to help show the other steps which are commonly ignored by many players. This is info I've found is critical in winning and playing at your best, yet is passed off as a side issue to your average player.
Todays topic....
Turn based info:
Character Name: Move: Attack:
Knight 0 1
Beast Rider 0 1
Assassin 0 1
Furgon 0 1
Scout 1 1
Mud Golem 1 1
Frost Golem 1 1
Poison Wisp 1 1
Barrier Ward --- 2
Pyromancer 1 2
Dark Magic Witch 1 2
Dragonspeaker Mage 1 2
Dragon Tyrant 1 2
Enchantress 1 2
Golem Ambusher* 1 2
Stone Golem 2 2
Lightning Ward --- 4
Cleric 2 3
This is critical stuff, commonly overlooked. Know your turns! Plan accordingly around them. A player heals with the cleric (no movement), then next turn have the scout move and attack. Someone has their LW attack, then next turn moves their DT/caster in and attacks with it; then has their muddy move in and quake.
See the problem with these? The units will all be able to move/attack again on the same turn.
Why is it a problem? Because your not making the most of the units. If you have multiple usefull moves that are all available at once, you can't use them all on the same turn. Timing is key. You don't want to have to sacrafice your scout to kill a unit because you couldn't heal AND attack with the scout in time. You want to be able to have planned your moves following the turns that these units rest so that you can heal and attack accordingly.
How is it solved? Just realize that you don't need to necessarily change the way you play, just the order that you play it. Instead of using the DT on the scout, then mud quaking it, do the muddy first, THEN the DT. Same result (dead scout), and now instead of having both the units come back in 2 turns (meaning one of em will be just sitting there un-used for a turn, basically giving your DT or your muddy a 3 turn wait) you get your muddy back in one. Doesn't seem like much, huh? But a single turn can make a difference. It can be the difference between my muddy getting to make another attack, then retreating, or my opponents knight moving in for that kill shot.
Look at it logistically with the muddy/DT example. If you don't attack with turn planning, then you get both units back in two turn. Your opponent pummels these units while they sit there. Then, after 2..you move your muddy back for a heal, leaving your dragon for 3 turns. BUT, if you attacked in the proper turn planning, your dragon would still wait for 3 turns..but your muddy would have gotten another attack in by then, and likely taken a lot less damage.
This is just one exmaple of proper turn planning. Using it once doesn't mean much in a game, but planning each turn accordingly to minimize damage taken and maxamize your units usefullness and damage can add up real fast.
edit: Some of you can maybe see for yourselves, but I'd say after playing some..that after about 5 or so turns your planning has a noticeable result.