bobo99
08-03-2006, 08:29 AM
I have been experimenting with the Beast Rider and have come to find out that it is much better then people think. In rushes if you use it earlier it normaly dies from 2 hits from a knight or knight/dragon. It is acualy every good for breaking focus of chanties (greys), frosties, and stone golems. It can also be used to sit there and kill the frost golem while an opponent is trying to keep another unit alive (cleric) and with its high movement plus the ability to attack 2 spaces it can get there quickly and in almost all turtles can hit the frosty first of second turn. I have found it to be a very helpful back up unit for scouts killing the cleric with LOS. It is because they are consentrating on killing the scout to not get a second shot to kill the cleric but they cant move certain units to kill it because of the beast rider. Here is a set where you might find yourself in that situation.
http://img141.imageshack.us/img141/6879/rushsetgx6.png (http://imageshack.us)
In this set the Beast Rider is in the middle because of its long movement it can get to ethier side in 1 turn instead of 2 for most units. The scouts are also in good position to cleric kill but if there is no LOS oponings (rare) the GA is there to shoot over them and the muddy to finish it off. As for end game thats when the knights, frosty, cleric and any other units you did not lose come in handy. I have read other reviews saying the knight is NOT an end game unit I beg to differ though. With its high health/blocking/power/armor it is a tank and vertualy unstopable in an army. I say they are vertualy unstoppable if because if there is few unit for your opponent and you send 3 knights in its hard enough to kill one never mind 3 at once with few units while there being healed. The beast rider also plays an important roll in end game situations with this set though. Sence most opponents tend to play defencively with few units left the beast rider can usualy hit 2 at once and not die if you use the knights/frosty as a distraction. Frosties/knights are usualy higher on the to kill list of units then the beast rider due to its low health. So use that to your advantage and use it as a back up fighter not a lone fighter. :)
The Beast Riders defencive capabilities are also very good. If you stone the Beast Rider it becomes a very important unit to you. Instead of being a back up fighter like in an offencive set you could easily use it as a lone fighter. Beware though dont charge it into the middle of enemy lines and complain that it died, thats basically just a suicide run like charging in the muddy to kill cleric/mud quake everything. Here is a turtle where the beast rider is not stones and can potenually play the same roll as in a rush.
::Warning:: DO NOT USE THIS SET - IT IS FOR SHOWING PURPOSES ONLY::
http://img167.imageshack.us/img167/416/noknightturtpz4.png (http://imageshack.us)
As I said before in this set the beast rider can play an end game or beginning game perpose it is also basically the same if you stone it except it is much harder to kill.
~Feedback please: Its my first ever review~ I only made it because I was inspired by the thread that monkus made about no one making a decent review and I totally agreed with him, so im trying to change that. :bigsmile:
http://img141.imageshack.us/img141/6879/rushsetgx6.png (http://imageshack.us)
In this set the Beast Rider is in the middle because of its long movement it can get to ethier side in 1 turn instead of 2 for most units. The scouts are also in good position to cleric kill but if there is no LOS oponings (rare) the GA is there to shoot over them and the muddy to finish it off. As for end game thats when the knights, frosty, cleric and any other units you did not lose come in handy. I have read other reviews saying the knight is NOT an end game unit I beg to differ though. With its high health/blocking/power/armor it is a tank and vertualy unstopable in an army. I say they are vertualy unstoppable if because if there is few unit for your opponent and you send 3 knights in its hard enough to kill one never mind 3 at once with few units while there being healed. The beast rider also plays an important roll in end game situations with this set though. Sence most opponents tend to play defencively with few units left the beast rider can usualy hit 2 at once and not die if you use the knights/frosty as a distraction. Frosties/knights are usualy higher on the to kill list of units then the beast rider due to its low health. So use that to your advantage and use it as a back up fighter not a lone fighter. :)
The Beast Riders defencive capabilities are also very good. If you stone the Beast Rider it becomes a very important unit to you. Instead of being a back up fighter like in an offencive set you could easily use it as a lone fighter. Beware though dont charge it into the middle of enemy lines and complain that it died, thats basically just a suicide run like charging in the muddy to kill cleric/mud quake everything. Here is a turtle where the beast rider is not stones and can potenually play the same roll as in a rush.
::Warning:: DO NOT USE THIS SET - IT IS FOR SHOWING PURPOSES ONLY::
http://img167.imageshack.us/img167/416/noknightturtpz4.png (http://imageshack.us)
As I said before in this set the beast rider can play an end game or beginning game perpose it is also basically the same if you stone it except it is much harder to kill.
~Feedback please: Its my first ever review~ I only made it because I was inspired by the thread that monkus made about no one making a decent review and I totally agreed with him, so im trying to change that. :bigsmile: