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View Full Version : som1 help me with this strat...


map13
11-08-2007, 08:45 PM
main idea is to take out the mud, scouts, ga's, dsm, pyros, dt, and witches and force them to come to u

http://i206.photobucket.com/albums/bb99/mapmeek13/D-1.jpg

A-99
11-08-2007, 09:47 PM
Just my opinion, but I wouldn't use the GA in a turtle. Sure it can hit over shrubs and over your units, but it's not doing much there. Much better to have it offensive against a cleric.

I also wouldn't place the furgon in the direct centre of your form. It'll cause lots of attention and be killed quickly if you're ended up same sided against an anti with 2 or more knights. I'd also move your dragon. He's way too far out on the side where he can't back up your units if they get attacked from the other side of the board. Just my thoughts though.

pils
11-08-2007, 10:04 PM
main idea is to take out the mud, scouts, ga's, dsm, pyros, dt, and witches and force them to come to u


Ummmm I'm gonna go ahead and say thats the strategy for every game...

map13
11-08-2007, 10:12 PM
ok i have an updated version of it its alot different lol

Megabyte
11-09-2007, 11:24 AM
ok i have an updated version of it its alot different lol

You've got a lot of range, but all someone has to do is pick at your units to make them come out of the setup, and then it's basically useless. They don't have to approach you right from the front, say if they had a center or opposite corner setup, or if they're just patient and willing to work around you if they're on the same corner.


At best, you'll be trading range shots with an opponent and hoping for a lucky break. At worst your beserker/GA/furgon will get blasted away by the opponent's ranged attack. There's not really any benefit to the way you've stacked your units in there.


There's also no reason to have the LW back that far, as it just makes it so your opponents ranged units can come 1 more space closer than if it was in the front row. Plus, in conjunction with the frosty, you have too much overlap between their targeting areas. Unless someone basically walks up to your bezerker with a melee class they're wasted in that setup.

Liquid Swordsman
11-09-2007, 11:44 AM
Ummmm I'm gonna go ahead and say thats the strategy for every game...

hahahah amen brother

Shiznit
11-09-2007, 04:59 PM
Haha, I love how you say it blocks a witch, when it can kill your cleric within one turn. :p

map13
11-09-2007, 05:46 PM
from me testing this strat its actually worked surprisingly well, but ill test it some more then i might change some stuff, the reason that the ward is back is cuz it causes scouts to get closer to cleric to hit it so i can just freeze em, as for witches i can just block em with furgy since they have 1 turn waiting this strategy is bad to the naked eye but when in the hands of somebody completely defencive and luky like me its deadly

ks5bns
11-10-2007, 08:13 AM
i would comment on the set but megabyte has sed everything....
that great information that
scouts are the worst problem i have found that dsms and pyros boosted by dsm are good at killing them most ppl end up sacrificing thier scout to kill my dsm/pyro
i fail to see how any of those units you have could kill a scout...... i mean like megabyte sed stay back and shott your units...
and definately move the lw