KBHoleN1
03-28-2007, 06:28 PM
So, I'm on my gray in Banff, stats 765, when Jonathan, a 1226 gold jumps me. I laugh, and he says "I'm fishing." That got my attention, so I started an argument. He says: "I checked your stats, and you're below 770, so it's fishing." He had the possibility to gain 1 stat, or lose 21. Since I'm making the thread, I'll let you guess which one it was :bigsmile: I explained to him that fishing was sitting and waiting. He said something like "I'll make it fun for you", but I encouraged him to play normal, that I would "try hard".
My gray spread vs his gold furgon turt (obviously designed for grays, all units in back 3 rows). In the screenshot his mud and wisp are already dead, all of mine are alive. I was closing in on his cleric, but he had my scout trapped, and probably would have killed it, so I won't claim a flawless since he left.
http://img253.imageshack.us/img253/3998/jonathongrayvgoldxn8.jpg (http://imageshack.us)
For any gray that doesn't think beating a furgon turt is possible, I'll tell you my secrets. The first is obviously to play a less than brilliant gold (usually the ons that are jumping you in the first place). I began by spreading a knight to either side of his form, and he shrubbed up in front of his turt. My spread is quick-moving, so I forced him into a bit of a trap by clogging the hole on the right side of his shrubs with my first knight. He sent a stond scout for combat, and I was content trading blows for a while. He tried wisping me without much success, and with my assassin destroying shrubs, he had a hard time maintaining both his shrubs' integrity and his wisp's life. His wisp fell with some help from my scout. Because he had shrubbed so close to his turt, he had a hell of a time blocking LOS to his support units.
His next mistake was sending out his mud, thinking he could weaken my witch and/or scout. I lwed, then followed with a witch shot and retreat. His frontal attempts on my scout ran normal blocking patterns, so I had no worries there. He tried to flee the mud, but my witch came in handy blasting away shrubs, and I opened up some LOS. With my first knight's health still teetering on the low side, I killed his mud and followed my scout in to hit his cleric.
I had distracted his frost with my sassy (a key to beating a turt is to give the frost a target that you aren't worried about being frozen. A barrier and a witch pressured the frost at the same time that my scout advanced, and that is pretty much where I was when he left. Keeping my range alive is a priority (considering I only have 2), so I make sure to give my opponent plenty of high-hp distractions to protect them. I didn't even touch my other 2 knights hardly, and I could have finished the game off without them. The trick to beating a gold turt is to be aggressive with your knights, and try to create wait recovery problems for important units. You most likely have low-recovery units that are pretty expendable, so you can pressure a gold's important units without fear of losing them.
EDIT: LOL! I didn't even realize that the invite I got was from his leader! That makes it even funnier, because that invite was sent to me about a dozen moves into the game.
My gray spread vs his gold furgon turt (obviously designed for grays, all units in back 3 rows). In the screenshot his mud and wisp are already dead, all of mine are alive. I was closing in on his cleric, but he had my scout trapped, and probably would have killed it, so I won't claim a flawless since he left.
http://img253.imageshack.us/img253/3998/jonathongrayvgoldxn8.jpg (http://imageshack.us)
For any gray that doesn't think beating a furgon turt is possible, I'll tell you my secrets. The first is obviously to play a less than brilliant gold (usually the ons that are jumping you in the first place). I began by spreading a knight to either side of his form, and he shrubbed up in front of his turt. My spread is quick-moving, so I forced him into a bit of a trap by clogging the hole on the right side of his shrubs with my first knight. He sent a stond scout for combat, and I was content trading blows for a while. He tried wisping me without much success, and with my assassin destroying shrubs, he had a hard time maintaining both his shrubs' integrity and his wisp's life. His wisp fell with some help from my scout. Because he had shrubbed so close to his turt, he had a hell of a time blocking LOS to his support units.
His next mistake was sending out his mud, thinking he could weaken my witch and/or scout. I lwed, then followed with a witch shot and retreat. His frontal attempts on my scout ran normal blocking patterns, so I had no worries there. He tried to flee the mud, but my witch came in handy blasting away shrubs, and I opened up some LOS. With my first knight's health still teetering on the low side, I killed his mud and followed my scout in to hit his cleric.
I had distracted his frost with my sassy (a key to beating a turt is to give the frost a target that you aren't worried about being frozen. A barrier and a witch pressured the frost at the same time that my scout advanced, and that is pretty much where I was when he left. Keeping my range alive is a priority (considering I only have 2), so I make sure to give my opponent plenty of high-hp distractions to protect them. I didn't even touch my other 2 knights hardly, and I could have finished the game off without them. The trick to beating a gold turt is to be aggressive with your knights, and try to create wait recovery problems for important units. You most likely have low-recovery units that are pretty expendable, so you can pressure a gold's important units without fear of losing them.
EDIT: LOL! I didn't even realize that the invite I got was from his leader! That makes it even funnier, because that invite was sent to me about a dozen moves into the game.