View Full Version : Bombs
dragon454
12-23-2005, 12:43 PM
I have also had a weak spot for bombs. I currently use forest archer's venom turtle setup (or similar) and I have a quite good winning streak. But when I come up against a player using some form of a bomb I immediatly panic and watch in horror as my cleric is destroyed along with many of my other pieces. I was hoping if someone could give me a strategy against bombers and the like please?
Bombs suck. Basically a turtle will have an advantage over an anti, an anti have an advantage over a rush, a rush (or bomb) have advantage over a turtle.
Basically pick your weak spot :rolleyes: .
One thing I can suggest you try is make turtle forms with frontlines that don't allow Cleric to get wanked right off the bat. They might be a bit annoying to make, but if you play them right there's a small chance that your Cleric can live to see another day. Play it a bunch against clan members and find what you think is best, then if you can manage to take out one or two of his rushing units (a powered pyro or a few witches) and maintain Cleric, you should be able to outlast.
They're tough, but ultimately you've got to pray for some luck and practice for when you don't get it.
Cuathon
12-23-2005, 01:07 PM
bombs rule nub
im bombing my way to #1 on rev with my othr gold
Spirit_Monger
12-23-2005, 01:09 PM
Dove basically explained it pretty well. Something I find helps me though. When you lose your cleric, you can't panic at all. When you master that, you have a much beter chance of winning. It takes lots of practice, but it will pay off. When I was grey, I played golds all the time, coming up against rushes and bombs that killed my cleri rather quickly. When I didn't panic, I had a good chance of winnng. Remember that, and remember that this can also be a mind game as well as a tactical game.
dragon454
12-23-2005, 04:06 PM
Thanks for the replies they really helped. I still find that I have a very little chance against rushes and I am in a panic when my cleric fades to dust. :mad: But at least I know that it's not just that I am a bad player but the odds are really against me.
-dragon 454
Faulty Logic
12-24-2005, 09:05 AM
Actually playing is the best practice for a turtler, (and rushes) because you need to play AGRESSIVELY, if you sit backand try to "turtle it out" you will lose 99% but if you press and forget your stone golem, and push hard, to kill a few key pieces, wisp, mud golem, DSM....it will help.... they all have low blocking and armor....
Exactly. I'd forgotten to note that in bomb/rush games, DO NOT WORRY ABOUT STONEY FOCUS.
If you can shred up his main distance units and block off perhaps a single Scout or a Scout and a Wisp, then re-stone and beat the tar out of them. Don't be concerned with it early, stone is just a waste of turns UNLESS you have the chance to save something. There are, of course, exceptions to basically every little rule.
Faulty Logic
12-24-2005, 09:52 AM
common sense goes above all said "rules and guidlines"
But play agressively, andkill wisp, a scout, or iso them, then you can stone midgame, it gives them fits.... ;)
also, if you have a furgy or frosty, either use it early to quick kill, and slow down a few key units, or dont use at all till the very end... unless common sense tells you to....
But in general the polaying agressively is the best advise to a turtler.
The Hand
12-24-2005, 08:11 PM
I think bombs are completely pointless...i use a three knight dragon rush, and 90% of the time they dont stand a chance.
Match Strike
12-24-2005, 08:21 PM
Bombs suck. Basically a turtle will have an advantage over an anti, an anti have an advantage over a rush, a rush (or bomb) have advantage over a turtle.
Not really.
I'd say an anti and a rush have about even chances.
The Hand
12-24-2005, 09:49 PM
I agree with match on that. It depends on cleric kill usually.
monkus
12-24-2005, 10:05 PM
I've turtled bombs before and won. It's all about preventing the damage from being done. Spread out your units, anticipate attack strategies, etc. Lwards are really helpful for first turn kills, etc.
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