View Full Version : map's anti turt (w/ dsm)
map13
09-06-2007, 09:53 AM
see page 2 for updated version
http://i206.photobucket.com/albums/bb99/mapmeek13/taoanti.jpg
this is the old version of the strat >.<
†Assassin†
09-06-2007, 01:07 PM
Hmm...dosn't seem like a bad set but I would at least have 1 or 2 knights in there. Mabe take out the beast rider and add in a knight, and spread the scouts out a lil more. Other than that it would be a good set up.
steve12
09-06-2007, 01:42 PM
It lacks lasting power, has some key LOS holes, doesn't appear to have good combonation attacks (both Scout are thrown in the corner, hence getting to an enemy Cleric will be difficult), and it looks very suspectible to a Mud Quake. I can't say I'd use it.
imagination
09-06-2007, 02:57 PM
move the drag where the scout is (the one on the wall). move the mud where the drag is. move the scout on the wall where the mud is. Then it wont be bad but it wont be good either.at first glance it truley sucks but then i noticed it had so things about it that where really good (on purpose or accident im not sure). I like the fact that if need be you can retreat the dsm behind the frost. the duel clerics replace knights as far as lasting power goes. It also can move fast if you face an opp side anti ... the game would be difficult but not impossible.
phoenixofflames
09-06-2007, 03:55 PM
Knightless sets that aren't turtles don't usually end well..
mattroe
09-06-2007, 04:13 PM
Knightless sets that aren't turtles don't usually end well..
Ill prove you wrong +) and i wont make an all bomb like set either
FryLock
09-06-2007, 04:43 PM
I would rip that weak set apart, even if I used a same-side standard antirush. It's terrible. If you win with it, you must not seek out good competition.
FreddyAdu23
09-06-2007, 05:11 PM
ya any decent sent would rip that apart
map13
09-06-2007, 07:03 PM
thx for the advice, ya i should move the frost back one cuz of something i experienced with this set >.> and ya i think that moving the mud and the scout would be best for many reasons (and yes i did put those units in there for a reason imagination) and the beast rider does help if the opponet pulls out a anti turt as well
killer24442
09-06-2007, 07:04 PM
I would rip that weak set apart, even if I used a same-side standard antirush. It's terrible. If you win with it, you must not seek out good competition.
It was meant to battle, Turts :dry: but a turt could easily beat that
steve12
09-06-2007, 07:41 PM
Ill prove you wrong +) and i wont make an all bomb like set either
Because your sets are VERY odd. ;)
TeXaS LoNgHoRnS
09-06-2007, 08:23 PM
Ok, this isnt mean, its just the honest truth...
im sorry, but that set is awful...
both scouts in the corner is pointles, and the two cleric with a dsm thing will get ripped apart if you play any decent gold
and that set will get flanked to the high heavens, considering that you have no protection from the opp side
The Dark Knight
09-06-2007, 10:11 PM
Yeah no offense, but this set would get shredded, opp side would be complete pwnage, not to mention 3 knights would just slowly rip it to shreds
If you possibly switched out the beast rider for a knight, it would have better staying power. But you would need to put a scout near the golem, and put the clerics more in the corner to have a chance. Plus, that frost needs to be moved back, because it is way to vulnerable out there. Even then it would struggle to hold up against good competition. But it would give you better combo attacks, and would serve to protect that weak flank better.
BaxVarlet
09-07-2007, 09:31 AM
AT least you're making your own forms and not using the same old "blah" ones.
map13
09-07-2007, 07:06 PM
lol ty ya i do need to put the frost bak =\ ill put a new pic of the updated version of it
map13
09-07-2007, 07:18 PM
http://i206.photobucket.com/albums/bb99/mapmeek13/taoanti2.jpg
well while using this i relised that peeps would kill my dsm then have their cleric blocked... so i put the dsm in a spot were it couldnt get lw and offers a bit more protection... also i moved the frost golem to block a dragon tyrant rush (to block the other cleric just shoot with scout and move bak) also the beast rider is there just in case of them pulling out a anti as well (and also cuz im luky and hit knights head on alot ;) i also moved the golem next to the scouts in a positon that it can hit the cleric in a case of the turt being on the same side and seperated the scouts. there arent ne knights because i end up not using them ne way >.>
steve12
09-07-2007, 09:15 PM
The attackers are positioned a little better, but there are still more strngths than weaknesses to this form. First of all, the DSM CAN get LW blasted first turn. Also, there is a common LOS hole open to one of your Clerics. You have no lasting power. A Mud Quake followed up with a few Knights and Scouts will insure your defeat.
MicSpor
09-07-2007, 10:58 PM
Just use knights..
2 clerics IMO really isn't better than 1 cleric 1 knight.
map13
09-08-2007, 12:47 AM
http://i206.photobucket.com/albums/bb99/mapmeek13/taoanti3.jpg
lol ok i finally gave in theres one cleric and a knight now =\ and i moved the dsm bak one so a lw cant kill it in the first turn... other than that its all the same
imagination
09-08-2007, 02:22 AM
its getting worse ... everyone here is giving you advice on how to make it more protected when in reality the set relies on blanket offense. in all seriousness just try out the original with the position changes i gave you. Just try it out. it is a totally offensive set and to treat it any other way is insane.
FreddyAdu23
09-08-2007, 10:29 AM
well now the dsm looks like its all out alone, you should probably somehow move it more in, cause in an opposite side game id take the dsm really easily
map13
09-08-2007, 11:46 AM
ok ty imagination i will
map13
09-08-2007, 11:55 AM
http://i206.photobucket.com/albums/bb99/mapmeek13/taoanti4.jpg
this is hopefully the final one (im not putting knights in because of the duel clerics and imagination is right as i used the updated versions it has been getting worse =\ so basically this is the best im gonna make it for the most part...
map13
09-08-2007, 12:05 PM
ive moved the frost to the right in case of a side rush and so that it doesnt get hit by a scout (i move it bak next to the clerics wen needed)
Nitanius Nolund
09-08-2007, 12:58 PM
Personally, I still think it's a piece of crap form that any decent turtle would stand strong against. Same side rushes will tear it apart, especially if they have a Lightning Ward. No knights means no robustfulness and really, with nothing that can stand there and take a beating (you're full of low HP, low armor, low blocking units man) you'll get crushed.
Opp sides, this thing doesn't stand a chance.
map13
09-08-2007, 01:06 PM
i tested it agains scarface... it actually held up really really well, and yes he had a lw on the same side all i did was freez it then next turn take out his cleric with my dsm as far as lasting powers went i actually held up prety well cuz of the clerics i almost won but i had alot of bad blocks =\
imagination
09-09-2007, 04:08 AM
it isnt as bad as everyone thinks i personally liked the original frost placement better but then again that was just a preference of mine(you would be able to retreat the dsm behind it if necesary). What everyone doesnt realize is that this form is legit because of hp adding up to perfect amounts on both defense and offense. opp side anti's have alot to worry about because they have a beast dsm weak drag mud scout on their flank and another scout in the front to flank if they block off the flank. The form is FAST. The duel clerics are huge too. dsm gets hit by a knight from the fornt and then gets healed and shoots and retreats if the kngiht comes at it again it has a 50/50 of blocking and also the kngiht is toast as it is in the middle of a fire storm. if anyone remembers the old days when bombs were big they could see that this may not be great but does have potential. YES i am a huge fan of kngihts 99% of all forms i make use 3 knights but there are forms that are able to get by with out them.
steve12
09-09-2007, 08:12 AM
It really does depend on your experience with attacking quickly and playing with these units. You either will lose all of them early game, or take down enough enemies to insure you the win. Anarchy United is probably the master at this.
map13
09-09-2007, 03:46 PM
ya i guess the frost is better at the first placement cuz it can retreat also its good cuz u can freez the dragon tyrant then bomb the dragon and move bak thus blocking ure clerics from an instant death from the dragon tyrant...
vBulletin® v3.7.4, Copyright ©2000-2008, Jelsoft Enterprises Ltd.