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View Full Version : The "BW Turtle" Rules.


Cliche
08-10-2006, 09:13 PM
In honor of everyone making new "Turtle" rules, FreshEvaus and I have decided to create some of our own.

Rules:
1. Stone Golem MUST BE in the backrow.
2. Stone Golem must have four units next to it ready to be stoned. Including the Barrier Ward.
3. The 'Barrier Ward' must be placed within five squares of the Stone Golem.
4. No ranged mobile units are allowed to be placed in the frontrow EXCEPT the Dragon Tyrant.
5. Double Scout usage along with Mud Golem is NOT allowed. You can either use two Scouts and no Mud Golem or one Scout and a Mud Golem at the same time, but NOT all three together.
6. No mages! None! What-so-ever!

I feel playing by these rules may improve skill and teach some players how to use their units more wisely. It will also teach players to use more strategy in unit selection and unit placement.

I know some people will not like it, but the game needs a little spice, and we wanted to give it just that.

Keep the flaming to a minimum! :p

:cool:

Courtesy of FreshEvaus and Cliche.

some1udontknow
08-10-2006, 09:14 PM
These tules would make it annoying, and more challenging. I would love to play a gold using these guidelines.

Match Strike
08-10-2006, 09:27 PM
I've seen bw used well in turts, but never in the stone cluster. corner above cleric works better.

Rico Suave
08-10-2006, 09:29 PM
Actually it does not. Sorry to put you down like that, but its the truth.

Also if anyone was wondering if freshevaus.. him and cliche invented the BW turtle.. but i thought he quit? Well im back, i just wanted to come back with sum spice. So here I am. Enjoy the new style of play.

Darquist
08-10-2006, 09:52 PM
wow that sounds amazing. good work guys.

when i go gold i will def try this out. 8)

Pitot
08-10-2006, 09:58 PM
I wouldn't try it out unless the other person agreed to those same rules... lest you be at a disadvantage.

plusminus
08-10-2006, 10:07 PM
5. Double Scout usage along with Mud Golem is NOT allowed. You can either use two Scouts and no Mud Golem or one Scout and a Mud Golem at the same time, but NOT all three together.
I'm surprised you said nothing about wisps...

Match Strike
08-10-2006, 10:07 PM
Actually it does not. Sorry to put you down like that, but its the truth.

Also if anyone was wondering if freshevaus.. him and cliche invented the BW turtle.. but i thought he quit? Well im back, i just wanted to come back with sum spice. So here I am. Enjoy the new style of play.
Well, let's each provide justifications for our positions then.

Barrier ward in turts is most often used in combo with frost golem, or stone golem.

Both of those units will not be extended far from the "base." Therefore, with a range of 6, barrier ward should be in a position that most protects it from de-focus. The corner above cleric is used for stone golems because it's in the corner. Therefore certain LOS shots are immediately impossible(the ol' aim behind the unit you're attacking trick). Opposite sides, it's nearly impossible to get to from the flank, and same sides it can easily be sheltered by shrubs, a knight, or pretty much anything fairly easily.

As it's low HP, well, stone golem can of course provide armor, but the biggest worry for barrier ward is mud quake. As mud quake would remove stone focus anyways, armoring the barrier ward is really not worth the compromise in protectability.

Rico Suave
08-10-2006, 10:10 PM
Your right. I dont want an argument so I will just say you win. However try these rules, you might see it differently.

Cliche
08-10-2006, 10:25 PM
The BW in the stone cluster makes the game more challenging. It also makes you think of unit placement a little more. These are the rules, take them or leave them. :)

Rico Suave
08-10-2006, 10:27 PM
*takes* good idea cliche =D.. er wait good idea us!

*sips pepsi* mm refreshing. proud sponsore of BW Turtle.

Darquist
08-11-2006, 01:36 PM
If anyone thinks these rules are as cool as I do, feel free to play me on rev. xD since I am gold now! =D

plusminus
08-11-2006, 02:11 PM
I would actually be interested in playing like this sometime.

Enjoi
08-11-2006, 02:16 PM
Ya it might be fun :p

ryanbelanger
08-11-2006, 05:13 PM
Yeah.. there are so many contradictory points within your post, here is an example:


6. No mages! None! What-so-ever!
...
It will also teach players to use more strategy in unit selection


Either give them a choice on what units they want to play, letting them discover what works best on their own, or lay down some rules. You cant do both!


I know some people won't like it, but the game needs a little spice, and we wanted to give it just that.


Tieing down what units you can and cannot use, and where you can put those units highly limits how much 'spice' you can give the game. 'Spice' is variety; you are taking that away, not giving it back.

You are competing with yourself in these ideas. You are either pro-rules or pro-unit-choice (i never thought we would have pro-choice in TAO). The reason rules are/were made was because of unfair advantages with some units, and to give each player and even playing field.

Personally, I hate rules in general. If someone wants to mage bomb the crap out of you, I say go for it. A single formation can't beat everyone.

Darquist
08-11-2006, 08:21 PM
Your an idiot. No shit a single formationg cant beat everyone. Cliche did not title this thread "The formation that can beat everyone." It is just a new set that does create spice. New regulations of play create new strategies. New strategies is spice. You trying to sound inteligent, backfired.

Neil
08-12-2006, 04:55 PM
Well, it doesn't create spice but it is good nonetheless. True enough, spice involves variety and the limitation of units is less toward variety. However, these are still some good rules and I will keep them in mind.

plusminus
08-17-2006, 02:38 PM
Here's an idea: why not allow the stone golem anywhere as long as the stone cluster touches the back row. This would be a legitimite use for a second row center-stone with the BW behind it. In one of the older turtle rules threads (I think it was Alpha rules but I'm not sure) monkus said that second row center-stone was more-or-less acceptible, he'd just never seen a viable strategic use for it.

I guess there would have to be something preventing a corner stone that stoned to the side, waited 2 turns, then stoned in front..

If anyone is seriously interested in trying these rules out, PM me to set up a game.

mattroe
08-20-2006, 06:42 PM
I've seen bw used well in turts, but never in the stone cluster. corner above cleric works better.

back row corner BW sets pwnzer.:)