View Full Version : My General Stratedgy
Swordz
11-16-2005, 01:01 PM
Well, at one point before yesterday I had an almost perfect formation that I was rising up my stats with.
http://img72.imageshack.us/img72/4113/form17gy.th.png (http://img72.imageshack.us/my.php?image=form17gy.png)
but yesterday I compleetly lost hope to that formation because of a couple people that pwned me... so I came up with a new formation, this one including my enchantress...
http://img37.imageshack.us/img37/8189/form22rb.th.png (http://img37.imageshack.us/my.php?image=form22rb.png)
and this one works only half of the time...
What I'm looking for is tips to make either formation better, or recomendations on which formation I should use... thanks :)
sayter
11-16-2005, 02:12 PM
Well, both are not HORRIBLE forms...but it depends largely on the opponent in both cases. The second form i think has a serious flaw....someone with a scout can just mosey on down the side and tear your weaker units to shreds.
and against a gold, you are dead before you even start.
Learz
11-16-2005, 02:20 PM
First=BAD!
Second=Okay
What you need to do is find out what kind of player you are and what formation you would use. In other words: corner, spread, turtle, split, rusher, bomber, defensive, etc.
Once you figure out what you would prefer, it makes it easier to help you.
Lastly, check out some of the grey strat guides here on the forums.
Swordz
11-16-2005, 02:36 PM
Thanks for the help guys. I don't see how my first is bad if I killed so many people with it... oh well, maybe beginers luck ;)
Darth_Vader
11-16-2005, 03:33 PM
Thanks for the help guys. I don't see how my first is bad if I killed so many people with it... oh well, maybe beginers luck ;)
Perhaps you played n0bs with the first form? And when you continuously came acroos good to decent players, you realized your setup wasn't that good. Do like Learz said, find out the kind of player you are, and then devise a setup accordingly. To me though, neither of the setups looked to be that great.
bludhoundz
11-18-2005, 09:13 PM
Its not the formation, but the player.
More than half of your playing depends on how skilled you are, not your formation.
I'd say the first is better - the second is a generic centered turtle which is often at a disadvantage to a side turtle, and spreads (such as your first formation) used by a good player are equal to grey turtles. Though a centered turtle can still be used strongly..
dont forget who started THE GENERAL STRATEGY posts , ehem!! :D other then that u got a pretty good deal goin for u there g00d j0b
Megabyte
11-18-2005, 10:26 PM
dont forget who started THE GENERAL STRATEGY posts , ehem!! :D other then that u got a pretty good deal goin for u there g00d j0b
Do you REALLY believe that nobody in the 2 years of the boards made a general strategy thread before you? If so, pls say so now so I can start mocking you appropiately.
uniquinous
11-19-2005, 12:10 AM
Not bragging, credentials: I'm a 1400 grey, so please take my advice to heart.
First: it's particularly important to have your lightening ward all the way on the front line, and cleric all the way behind it, to avoid potential early witchings.
Second: You should never have your defensively weak units (magic units) out in front or easily accessibly by an enemy scout (as is the case with the first setup). At the beginning of each match, you should only see them as defensive. That is, they aren't going to be picked off easily, but should a knight try to rush, the combined unblockable hits will teach him a lesson. Now to advance that one step further: it's a good idea to still keep these units accessible. Meaning: if you *need* to walk your pyro forward to do some miniscule amount of damage, you can. In setup #2, you can't, because he'd just hit your knight. You should either move him one back, so that a walk-through positions him directly behind your knight (more defensive), or one forward so that walking up gets him directly in front of your knight (a bit more offensive). Right now the current positioning just kinda kills his range.
That's all for now.
p.s. - i've been playing this game for nearly two years and I still don't know what kinda player I am :p I'll just call me adaptive
~LUCK~
11-21-2005, 05:12 PM
I like that first one better, but it does mainly count on the kind of stragetized player you are..BTW you can't win all the games :P
Swordz
11-21-2005, 08:52 PM
dont forget who started THE GENERAL STRATEGY posts , ehem!! :D other then that u got a pretty good deal goin for u there g00d j0b
heh, I didn't notice that I copied the title until I read yours, but it DID sound familiar :rolleyes:
suryc
11-27-2005, 12:55 PM
I would take out both pyro's and put in something worthwhile, like a bw or enchantress. Pyro's are only slightly good in the extreme endgame when the cleric is dead, which nearly never happens.
LosPollos
11-27-2005, 12:58 PM
I would take out both pyro's and put in something worthwhile, like a bw or enchantress. Pyro's are only slightly good in the extreme endgame when the cleric is dead, which nearly never happens.
Not necessarily, pyro's will dominate the game in grey same-side turts.......trust me :bigsmile:
suryc
11-27-2005, 01:01 PM
I had a bad experience like that. But the lw can protect against same-side-turt-pyro fests... am I wrong? Likely...
.Vash.
11-27-2005, 01:04 PM
Now im not trying to be mean or anything, but the first one I would kill, and the second one I could just flank, I think its just best to make a good soild set to 1 side, with grey turtleing maybe you sould also put the LW in top postion, that way if witch is postion right it wont be killed. -.-
LosPollos
11-27-2005, 01:14 PM
I would just keep hammering your wall from behind mine without getting into your LW range, its not that hard, and the second you have to retreat i send in my knights to wreak havoc supported by my scout and witch........its realy not that difficult
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