dirka dirka
04-17-2005, 03:13 PM
Four Step Crush Stratic
by Eric.
Overview: This strategy(gold only) uses the Mud Golem, Poison Wisp, Furgon, and Barrier Ward to ensure a kill. Only special circumstances allow for this to work. However it is perfect strategy when the time is right.
Conditions: The unit being targeted must have atleast one turn to wait until it can move. The other opponent's units must have atleast a two turn wait until they can attempt to help. All of the units needed (mentioned above) must be in range, however the Mud Golem can be further away. The unit being targeted must also not be able to teleport.
Step 1: The Poison Wisp must attack/poison the unit being targeted. It must be in range of the Barrier Ward and the Furgon must be within five spots of the targeted unit.
Step 2: The furgon must completely surround the targeted unit with shrubs, so the targeted unit can not move.
Step 3: The Barrier Ward then must protect the Poison Wisp.
Step 4: It may take many turns of waiting to get the targeted unit down to 1hp. During these turns many things can go wrong. You must keep shrubs around the unit and keep the Barrier Ward in focus at all times. When the targeted unit is finally down to 1hp the Mud Golem must move in and perform a mud quake.
Conclusion: Although hard to complete when the time is correct it is perfect. This is just one of many different strategies you can use. It takes time, planning, and patience. Usually it is easier to perform on less experienced players.
Created by Eric (http://www.tacticsarena.com/forum/member.php?u=9016)
Dragon Tyrant Strategy
by Eric.
The Dragon Tyrant, more commonly refereed to as the Dragon, is the most powerful unit on the TAO field. The Dragon is usually used stoned in turtles or offensively in rushes. With 68 hit points and 28 power it can be compared to a flying lightning ward. However, the Dragon's blocking is far from redundant (40% from the front, 20% from the sides). The major downfalls are that it counts as two units on the field and it does not step aside for friendly units to pass. Its downfalls are easily made up for in its ability.
In turtles the Dragon is stoned. This makes him exponentially more powerful considering other units only do around half damage to a stoned Dragon. The Dragon in a turtle is usually reserved for Cleric killing and greatly weakening the opponent's stoned units. The Dragon generally is used with great benefit while using a Furgon. The Dragon can teleport over the Shrubs, damage units on the other side, and teleport back over the Shrubs in 3 turns. The other possibility is it teleporting over the shrubs, not attacking, waiting 1 turn, finally attacking, and teleporting back over the shrubs to safety. This can help prevent damage to the Dragon.
The Dragon is one of the utmost outstanding rushing units. The Dragon can deal a nice amount of damage while still reserving high Hit Points. It can also kill Scouts and Knights in the same number of attacks, regardless of a Cleric's healing. The Dragon also kills Dark Magic Witchs and Clerics in one hit.
Note: While a Dragonspeaker Mage is on the field the Dragon is greatly drained. It should be kept in the back of the field away from danger. After a Pyromancer or Dragonspeaker Mage dies power is returned to the Dragon.
Created by Eric (http://www.tacticsarena.com/forum/member.php?u=9016)
by Eric.
Overview: This strategy(gold only) uses the Mud Golem, Poison Wisp, Furgon, and Barrier Ward to ensure a kill. Only special circumstances allow for this to work. However it is perfect strategy when the time is right.
Conditions: The unit being targeted must have atleast one turn to wait until it can move. The other opponent's units must have atleast a two turn wait until they can attempt to help. All of the units needed (mentioned above) must be in range, however the Mud Golem can be further away. The unit being targeted must also not be able to teleport.
Step 1: The Poison Wisp must attack/poison the unit being targeted. It must be in range of the Barrier Ward and the Furgon must be within five spots of the targeted unit.
Step 2: The furgon must completely surround the targeted unit with shrubs, so the targeted unit can not move.
Step 3: The Barrier Ward then must protect the Poison Wisp.
Step 4: It may take many turns of waiting to get the targeted unit down to 1hp. During these turns many things can go wrong. You must keep shrubs around the unit and keep the Barrier Ward in focus at all times. When the targeted unit is finally down to 1hp the Mud Golem must move in and perform a mud quake.
Conclusion: Although hard to complete when the time is correct it is perfect. This is just one of many different strategies you can use. It takes time, planning, and patience. Usually it is easier to perform on less experienced players.
Created by Eric (http://www.tacticsarena.com/forum/member.php?u=9016)
Dragon Tyrant Strategy
by Eric.
The Dragon Tyrant, more commonly refereed to as the Dragon, is the most powerful unit on the TAO field. The Dragon is usually used stoned in turtles or offensively in rushes. With 68 hit points and 28 power it can be compared to a flying lightning ward. However, the Dragon's blocking is far from redundant (40% from the front, 20% from the sides). The major downfalls are that it counts as two units on the field and it does not step aside for friendly units to pass. Its downfalls are easily made up for in its ability.
In turtles the Dragon is stoned. This makes him exponentially more powerful considering other units only do around half damage to a stoned Dragon. The Dragon in a turtle is usually reserved for Cleric killing and greatly weakening the opponent's stoned units. The Dragon generally is used with great benefit while using a Furgon. The Dragon can teleport over the Shrubs, damage units on the other side, and teleport back over the Shrubs in 3 turns. The other possibility is it teleporting over the shrubs, not attacking, waiting 1 turn, finally attacking, and teleporting back over the shrubs to safety. This can help prevent damage to the Dragon.
The Dragon is one of the utmost outstanding rushing units. The Dragon can deal a nice amount of damage while still reserving high Hit Points. It can also kill Scouts and Knights in the same number of attacks, regardless of a Cleric's healing. The Dragon also kills Dark Magic Witchs and Clerics in one hit.
Note: While a Dragonspeaker Mage is on the field the Dragon is greatly drained. It should be kept in the back of the field away from danger. After a Pyromancer or Dragonspeaker Mage dies power is returned to the Dragon.
Created by Eric (http://www.tacticsarena.com/forum/member.php?u=9016)