View Full Version : Use of Golem
TacticsArena
11-29-2003, 03:55 PM
ima no nOOb, but i find a lot of other ppl that seem to not no how to use their mud golems well. Lets try giving sugesstions to those ppl, so that TAO isnt full of nOObs.:D
Id Say teleport to the cleric and kill that if u can first, then teleport behind units cuz they cant block there.
The mud golem is good for finishing off units. It has 20 power, which is just a little less than a knight. When a unit is almost dead, you can use the mud golem to teleport behind it, and finish it off. This also works well with its three turn recovery, because after it finishes one unit off, it can recover while other units start on other enemy units.
guitarpic
11-29-2003, 05:53 PM
yeah but when you wait for the golem to recover he gets killed by the other people
Not if you are finishing off a unit that was attacking, or one that is far away from the other units. Also, at 60hp, he can take a hit.
Dragon_Master
11-29-2003, 08:58 PM
thats not so great if you play another gold member. they can teleport over to your recently weakened golem and smash him
Then, though, you have 3 turns to beat up on their golem. It does work out.
bizrampump
11-30-2003, 09:29 AM
i use my golem to go behind enemy lines, or switch to the other side of the field to kill them off or greatly weaken them, and then, usualy after that, its used as a decoy because the enemy send maybe 2 or 3 guys on it, and they just focus on that, which lets my ward or knights finish those people off... i am starting to gain much more expierience with the golem as i go along... so the golem isnt used as a decoy as much any more, it is a great unit once u get used to it
Cleon
11-30-2003, 09:24 PM
As with most gold units, it makes a very good and annoying decoy. If you put a cleric next to a gold unit, some enemy players will go for the gold unit instead since they are often given the illusion that the gold unit is too strong.
John the Don
12-01-2003, 09:59 AM
I just went gold, and I'm wondering how the mud golem's teleportation function works. Can it just go anywhere on the map or what?
ultraexactzz
12-01-2003, 10:01 AM
The Mud Golem moves five units in any direction. Teleportation means that the golem does not walk to the location, but moves there directly. Thus, the Mud Golem ignores standing units and does not need to move around them. Dragons, wards, and other friendly units that do not move aside for the purposes of movement are ignored, as are enemy units that would not move aside anyway.
Obviously, the golem cannot move to a location occupied by another unit.
kospades
12-01-2003, 12:04 PM
That's all well and good....but what about the Frost Golem? I see absolutely no reason to use this unit. It seems like a weakend version of the Enchantress. It has more hitpoints, and a wider range...but it can only paralyze one unit at a time. What good is that when all it takes is a scout to unparalyze your unit?
Maybe I'm missing something, so if you have found success using this unit, please let me know.
ultraexactzz
12-01-2003, 12:27 PM
Frost Golems are better for defensive players, where you invite your enemy to attack you. I've had the most success in the mid-game, when I have 1 or two knights attacking me on my side of the board. The Frosty gets one and I am free to deal with the other. I usually stick the frost behind my light ward, for added defense - and even if their scout can un-focus him, sometimes one or two turns is all you need.
Paralyzing a knight also removes blocking, which is helpful if you've already hit his rear and that side is now blocked by your own unit.
i tend to find that the frost golem works best towards the end. i tend to keep him right behind my lightning ward. i have a cluster formation which will draw over many enemies and i chose the weaker one and freeze it, destroy it, and move on.
darkdelirium
12-01-2003, 06:55 PM
Actually, for frosty the golem,
if you can distract ur player into assautling something that takes quite a few hits to kill (one para'd knight, one unpara'd knight on ur scout, and u have another knight and ur frosty) go ahead and hit the para'd knight.
0% block is wonderful. get him down low, but try not to let ur scout get killed off. Then switch to para'ing the other knight. when he sends his already half dead knight to attack the scout now, he'll probably offer a back shot to finish him off. Probably. And you probably got at least one turn of block on the scout to let u hit a little bit harder on his half dead.
This is a bit risky though... double or nothin kinda business.
Be careful of clerics too. spreadin around the damage is what clerics are there for to prevent.
MinigunSniper
12-02-2003, 12:42 AM
I find that the golem works well for attacking units that have been seperated from the rest of the group, usually as a finishing move. I have used the golem to attack units that are near enemy re-enforcements, figuring the loss of their witch was worth losing my golem. The frost golem is a unit I can't seem to use effectively, he always seems to get an arrow stuck in him when I try to use him.
Eldar[TN]
12-02-2003, 09:00 AM
I do with the Frostie what I do with my chantress...
Once the Witch and Scout are slain I bring 'em out and para things heh.
AzN_GuY
12-02-2003, 02:48 PM
the frost is hard to get "out" though... damn 2 move range...
Aro23r
12-02-2003, 02:56 PM
The Frost golem is most effective if behind a shield of knights or something, so scouts can't hit him and you can then move in for the killer blow while he can't block.
Dunbar
12-05-2003, 11:05 AM
I can't think of a good reason to NOT use the frost golem. He makes end games so much easier.
Sure the enchantress can palayze more units, but she is easier to kill and she has a fixed area of effect...making it hard to not grab your own units, unless she's off on her own, in which case the enemy should have killed her already.
Being able to hide behind your knights and paralyze the enemy is really valuable. Recently, I've taking to paralyzing the opponent's lightning ward (once his scouts have been disposed of). Suddenly all those units cowering under protection of the lightning ward are in trouble, hehe. It's also the best way to take out knights...paralyze with the golem and let my 2 scouts fire off from a safe distance every turn.
Edit: and the frost golem can paralyze a barrier shielded enchantress. This saved my butt in a game last night; I'd mistakenly let my dragon and a night get caught; thought my scouts could handle her but I'd forgotten about the barrier ward :eek: Fortunately, I remembered the focus spells can penetrate the barrier and all was well :cool:
at first i too thought the frost was useles, i mean with the low move and i par ability
but like some othewrs said hes great at thje end
if the enemy is done to like 2-4 u can just para ine and dont worry bout it
but yea the scout doe piss me off so i like to kill them first
and even if u freeze a guy for 1 turn thats 1 turn he cant do anything :D
AzN_GuY
12-05-2003, 03:16 PM
just think about it... the FG can do as much damage as it needs to to ANY unit... and at range too. It's excellent... all it requires is not getting hit.
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