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xyxaxyz2
11-28-2003, 12:26 PM
Too many people I've played let me kill their cleric with my scout. It's basically game over once one player has a protected cleric and the other doesn't, so I'm easily willing to sacrifice my lighting a couple of pyros a dark witch and a scout to kill their cleric. I've seen this happen even with people who know how to use pyros knights assassins and dark witches much better than me.

(I've never seen a cleric block a scout. Why do the instructions say 33% blocking??)

The scout is by far the most powerful unit in the game after cleric.

Also, people way overank the lighting. I usually put one in just so they get scared. As long as they don't have a cleric and you do, lighting is useless because they need an offensive plan.

Another thing- Why do people think the wards protect against dark witch fire? The ant-newb strategy first turn kill cleric with witch works unless you do one of two things: 1) Put a unit 4 spaces above cleric 2) move your cleric. Number 2 is a good idea anyways- a center cleric is too difficult to defend. Think castling in chess. Clerics are equally useful anywhere so you might as well put them in your best defended area.

Finally- Enchantresses are better than people think. I can't count how many times i've paralyzed a lone assassin and then killed it with knights. But do kill them while weak, don't just ignore them as if dead.

One other common newb mistake- don't move your cleric after healing unless he is in danger.

Dromar
11-28-2003, 12:56 PM
clerics dont have 33% blocking it's probaly just a mistake

icedragon
11-28-2003, 03:21 PM
Yeah, and if they did have blocking power, then how could they block? use their book to block an arrow/sword/dagger?

Lone Wolf
11-28-2003, 05:15 PM
Why not block with the book? I mean the scout blocks those gisnt knight's swords with their bows, and they still manage to shoot with em the next turn. :)

Choi
11-28-2003, 05:41 PM
Good tips. Thanks. I admit that I've never seen the enchantress used effectively but your strategy makes sense.

Cleon
11-29-2003, 02:41 AM
Originally posted by Lone Wolf
Why not block with the book? I mean the scout blocks those gisnt knight's swords with their bows, and they still manage to shoot with em the next turn. :)

play me, I'll show you an effective enchantress.

Look at it this way. They are creatures of opportunity. It's best to go up against someone you've fought before so you know where to place her in the battle due to his/her setup (although most people change their setups frequently). Every third battle or so, your enchantress will have the chance to paralyze three units with little or no help nearby. That's basical de-commisioning three units of theirs for one of yours. They can be dealt with later. It's pretty simple if you think about it. Just gotta be in a good situation to use her.

AzN_GuY
11-29-2003, 03:01 AM
and if they use arrows?

icedragon
11-29-2003, 06:19 AM
Then you run.

TacticsArena
11-29-2003, 06:47 AM
run like crazy

darkdelirium
11-29-2003, 08:43 AM
Exactly my point... enchanterss is useful when you already know their strategy, (but they change theirs), or its anti noob. When your playing noob all you pretty much need is that nice little dark magi witch on cleric kill, but with the enchantress you'll probly win by a hug margirin. Against a veteran, he's gonna see whats happening and your enchants gonna die. At the very best you get to use her to neutralize one unit thats out on the fringes.

So, noobs you'll win huge against, which you would have anyways,

and veterans will maybe only suffer a one unit loss, for the loss of your enchanterss (she's neutralized most of the game, though the opponent does have to play around her). Personally, a third knight would be most useful if your not keepin all your knights out. Or a scout. or anything really...

I don't deny her usefulness in specialized situations. But you've really gotta get lucky for her to shine, and luck tends to screw me over ;)

LondonJack
11-29-2003, 12:34 PM
You're overestimating the cleric. A cleric can be rendered useless by concentrated attacks on single enemy units, so why waste turns killing him. The most effective cleric kill is mid game, once your forces and spread out a little, making repeated attacks on any one target more difficult.

Oh and clerics can't block, if you look at them in game, they have no blocking listed in their skills.

Garrison0300
11-29-2003, 12:48 PM
Mistakes in the instructions are caused by inconsistancies in the legends server and the new three.

xyxaxyz2
11-29-2003, 12:52 PM
It is true that you can concentrate on killing one unit, but that makes your pyros nearly useless and your witches and assassins much weaker. Also, sometimes you can't, if you are fighting multiple knights sometimes you won't be able to attack them on the back. And all units can flee.

I've won most of my games by an early cleric kill. I'm not that good with strategy. I often sacrifice a witch and a scout to kill the cleric. Still, I've won 34 games with 4 losses, one from an electricity blackout, one against Azeal and one against me=cheat.

The best time to kill the cleric is the first five or six turns.

Aezeal
11-29-2003, 01:25 PM
an early cleric kill is nice and I try to do it..

BUT sacrificing t much for it isn't good.. I have plz let that do.. they lose alot and then... I just walk over there with a knight and kill the cleric.. if you have sacrificed to much.. you can't defend it anymore :P

LondonJack
11-29-2003, 01:37 PM
Don't drop names, just state your opinion. I'm not saying your strategy is flawed, i'm saying it isn't the end all be all of winning.

As for rendering my pyros/assassins/witchs ineffective, not really an issue. I ditched my pyros long ago and never looked back, I only use an assassin because i don't have another scout, and i'm currently trying out the mud in place of my witch.

On general principle i disagree about the witch anyways, her damage potential vrs a single target, which leaves healing an unviable move (translating into actual damage) is a far more effective use for a witch then her rare multi strike.

Edit: Adios Junior, i always new i was a member :)

Asharlin[SG]
11-29-2003, 02:01 PM
Only problem with your enchantress plan....

If they have anything with range (except for maybe a pyro) they just break focus your next turn. Thats why I've ditched my enchantress, tooo easy to render them virtually useless.

xyxaxyz2
11-29-2003, 02:04 PM
The only unit generally in range of a lone knight or assassin is a scout. If the scout is occupied elsewhere, or dead, I usually can use enchantress without getting disrupted.

No melee unit can safely disrupt after 3 turns.

Asharlin[SG]
11-29-2003, 05:58 PM
Originally posted by xyxaxyz2
The only unit generally in range of a lone knight or assassin is a scout. If the scout is occupied elsewhere, or dead, I usually can use enchantress without getting disrupted.

No melee unit can safely disrupt after 3 turns.

once again, there is *4* units which can safely disrupt you. You would have to have killed most of them for it to be effective.

xyxaxyz2
11-29-2003, 06:02 PM
1) Dark witches usually die soon.
2) Pyros aren't that fast, and have 3 recovery.

Lone Wolf
11-30-2003, 11:08 AM
I'm not saying your strategy is flawed, i'm saying it isn't the end all be all of winning. -LondonJack

I think what makes this game good is that there is no end all be all solution to it. Their is no stradegy (that ive seen) to winning every turn.

play me, I'll show you an effective enchantress. -Cleon

I never said anything about enchantresses not being effective did I?

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O well thought i would let my opinion be heard.

- Lone Wolf

AzN_GuY
11-30-2003, 11:21 AM
i find my frost golem useful against enchantresses too, if the enemy uses their enchantress too early. And an enchantress holding too many units at once is in danger of swift death...

But yes, they're good against lone units, particularly assassins that think they're cleric bound.

Dragonslayers
11-30-2003, 12:21 PM
I think the point of the Enchantress isn't to go out and offensively freeze units - that's just ASKING for an arrow in the back. The point is to keep her back for two purposes: 1 protect the Cleric and freeze anyone who sneaks over there, and 2 to protect the back of the army from teleporting units. I think once the Dragon is released, the Enchantress is going to become a vital part of every army. So don't ditch them yet!

AzN_GuY
11-30-2003, 12:38 PM
true, dragon will make it more useful... poop... I may yet need my barrier ward...