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bizrampump
11-30-2003, 10:47 AM
what do you think is the most important type of unit to take out early in the game?

i think magic because the can deal a lot of damage in mulitple areas, and usualy for me, once i kill them, i have a good backfield and usualy win...

AzN_GuY
11-30-2003, 11:07 AM
oh, oops, didnt read the post first. Magic is my first target unless a more tempting one opens up. I feel nervous with majikerz on the table.

Dragonslayers
11-30-2003, 12:18 PM
I learned this the hard way a few times...The most dangerous units are the ones who can snipe at your defensive formation from far away, in the endgame when all that's left are knights, without having to actually attack [and thus be struck by the Lightning Ward you're inevitably cowering behind]. So from now on #1 priority is not magic or strength but RANGE - I go after the Scout, the Witch, and the Pyro. I used to suicide Scouts and Assassins on commando runs to get the Cleric; now I focus on getting these units out. Cleric doesn't matter if you focus damage on a single target.

Asharlin[SG]
11-30-2003, 01:45 PM
My target priorities usually are....

Cleric
Scout
Dark Witch
Pyros

xyxaxyz2
11-30-2003, 03:09 PM
Magic, because they don't block. Easier to kill and just as useful as killing other units.

Cleric is my first target.

Ri'Orius
11-30-2003, 03:21 PM
Gotta agree with Dragonslayers, first I take out ranged goobers, then worry about melee. Mostly this is because of my Enchantress: if they're out of ranged early, you can get some guys still in formation with the Enchantress. Then, they won't be able to break your focus without moving right next to her, which allows you to subsequently ensnare the melee unit as well with another casting.

Hackers238
11-30-2003, 03:49 PM
I must agree with the general feeling here

Destroy range units-- namely magic and the scout. Many times people dont realize that if the wait time from the last enchantress casting is done, then when a melee attack hits her she can catch that melee unit next turn. I'm just echoing Ri'Orius here

Collide
11-30-2003, 04:31 PM
1.)I always go for the Enchantress immediately.
I've been on the giving end of many Enchantress snare and dares, and I personally never want it to happen to me.
2.)Scouts, pesky lil sh*** always get under your finger nails (or behind your lines) and just piss ya off, whether they shake up your barrier ward, or even your scouts.
3.)Knights, end game, if the other player has no knights, you've practically already won. Trust me, do you really want to be dealing with 50hp of blocking and damage dealing metal when all you've got left is a few golems, maybe a ward and your cleric? I don't think so.

I'm out~

gekigarion
12-05-2003, 01:36 AM
Collide's got a VERY good point. As an enchantress user, I absolutely HATE it when people shoot my enchantress first. Throws a huge wrench into your "secret weapon".

Of course, range units are the worst. Kill scouts asap, and then assassins, because even though assassins aren't ranged, they sure move fast and can attack multiple units.

Not to mention witches and clerics. I usually don't mind pyros because they do a measly 11 damage to my knights. Every 3 turns.

AzN_GuY
12-05-2003, 02:27 AM
i've taken down 3 knights with one before. (yes, there were other units supporting... not much though...

Haelix
12-05-2003, 10:27 AM
I have to agree on the range point. I usually try and take out magic users first, and afterwards the scout.

The only difference to this is an enchantress. If I see her sneaking up, and a barrier ward prepping in the background, then, I aim for her first. If there's no barrier ward, then I let her run up and paralyze my front line, because my magic users just un-paralyze them the next turn, and she's toast.

gekigarion
12-06-2003, 03:48 PM
That's true Healix, however I do not know any skilled enchantress users that do something as obvious as that. The enchantress is slow, very slow, meaning she's obviously not a sneaky character.

Yet, to use her effectively you DO have to sneak. So how do you do that?

The enchantress is area denial. She works only when people come to her. And that's not much of a problem late game, when the units are bunched together in a tight battle.

I've beaten many gold accounts, even those with great records such as 70 wins to 2 losses. Why? It's not because they were stupid, obviously, with that kind of record. It's because I used the enchantress tactfully. Sometimes I don't even use my barrier ward, if I use her correctly.

Enchantresses are opportunists. They don't run up to people and THEN paralyze. They watch patiently, until the time is right.

Some games, you may not even use her. But she is indeed a secret weapon that can give you an edge in most games.

kospades
12-06-2003, 04:14 PM
Since a big part of my strategy is the use of my Frost Golem in late game, the scout is my first priority. Then I move down the list as follows:

1. Scout
2. Enchantress
3. DMW
4. Cleric
5. Pyros

Normally when I reach endgame I will have either a scout or my witch, and my dragon, frost golem, 1 knight, LW, and cleric....vs like 3 knights and their LW. At that point it's just a matter of time before I wipe them out. But yea....basically range comes first, then their ability to heal is next.

AzN_GuY
12-06-2003, 09:13 PM
personally i go for magic users early in the game because EVERYTHING is showing you their face, and thus your best shots are going to be the ones that are gonna hit something. Mages have pittance blocking.

Hashish_Scout
12-07-2003, 05:56 PM
I like to kill in this order:

1. Witch
2. Scout
3. Dragon
4. Enchantress
5. Cleric
6. Pyromancer

And then the melee units. I usually don't attack the lightning units since I can just walk around them and they have a long recovery, so I can sometimes bait with a knight, and then move in.

Drazil
12-09-2003, 11:56 PM
I take whatever opportunity I'm presented with, but I usually try to take out the magic units first. Not so much because of their range (their long recover time more than compensates for that with the mages, and it's easy to form a line of good blockers between a scout and any soft targets you may have) but simply because I can destroy them in one or two hits, especially if they've moved recently and are still recovering, while the knights could take half a dozen turns each to kill (more if they're being healed) and they can easily run away when you're in the middle of your assault, forcing you to follow them into what may easily be a trap.

I go for the pyros and witches first, then the scout/assassin/enchantress, depending on the positions of my troops at that time. Of course, I'd be looking for an opportunity to take out his cleric while I'm doing that, but I don't usually make that a top priority. Too tough to get at the opponent's cleric most of the time for it to really be worth it.

Choi
12-10-2003, 02:33 PM
Originally posted by Drazil
I take whatever opportunity I'm presented with, but I usually try to take out the magic units first.

I like to try to take out the Witch first if I can, otherwise go for pyros.