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abyaly
06-07-2004, 07:58 PM
Lately, I've been seeing many people use enchantresses defensively. They sit their enchantress next to their cleric to block a scout shot, and in some cases they probably even move it out and use it.
Now, most of you will agree that an echantress's main use is during endgame, especially if your opponent doesnt have ranged units to shoot her with. Many of the people I have played against, even veterans, don't understand that to use an enchantress effectively without getting her killed, you have to be in control of the game almost constantly. If you are playing in a game of attrition, where you have two turtles on opposite sides eating away at each other, the enchantress can easily become a liability.
When the opponent rushes in such a way that the enchantress cant maintain focus, she is bound to be killed and you have wasted a unit. For the past months I have played without an enchantress to guard the side, and I have found that this allows me to keep a much more secure defense. All it takes to make an enchantress useless is an extra unit positioned where it can move to attack her. Against a person who knows what they are doing, an enchantress is not adequade defense for your flank.. and yet to use her well in that aspect, she must be among the only flank defenses, in which case your flank is easily overpowered.

Yet people persist in using them in that exact same spot.. and I do not understand why. It's as if a person decides that they dont have enough vulnerable units on the field - they want another one. and in a place where it can be easily shot at.

Demon night
06-08-2004, 04:24 PM
kk..i c

Bottle
06-08-2004, 07:34 PM
I cannot believe what I'm hearing here...

In a war of attrition, a chanty is the best unit you can have. I'm assuming grey-grey turtles here, opposite corners is where most wars of attrition are. Now, this gives you a chance to go offensive early on with knights and a scout, and aim to sacrifice a knight or two to get the scout and any pyros that may be around. Once all the ranged stuff is gone, you've got a very good chance if your scout is still alive, since they can't sit back and defend, but if they attack the chanty (with her BW) is waiting.

Chanties allow you to only have to worry about killing one type of unit, and the ranged units generally don't have much HP either so you afford to be a bit reckless with a couple of your knights.

plusminus
06-09-2004, 03:24 PM
I think what Abyaly is saying is not that chanties are useless, but that it requires work to actually use one properly. And that most people don't do that; they just plop the chanty next to the cleric and hope they get to use her sometime.

Chanties are one of the strongest weapons a grey can have, but without using them properly, ...as he said, "It's as if a person decides that they dont have enough vulnerable units on the field - they want another one."

Omegus
06-10-2004, 01:49 PM
In late game, the opponent will most likely have his or her knights alive...enchantresse are the best late game grey unit...period.

abyaly
07-20-2004, 02:07 PM
woah. who the hell decided this should be moved to the create a unit forum? this isnt a new unit idea, genius. it's strategy related and that's why it was placed where it was. :rolleyes:

abyaly
07-20-2004, 02:11 PM
Originally posted by Bottle
Chanties allow you to only have to worry about killing one type of unit, and the ranged units generally don't have much HP either so you afford to be a bit reckless with a couple of your knights. If you play recklessly against me in an even game, you cannot win. Ranged units can be easily protected from a small rush if the person is set up to do it and doesnt make glaring mistakes.

Bottle
07-21-2004, 01:35 AM
You'll be surprised at the chaos even a single knight can cause when being healed every other turn. My favoured grey form uses 2 clerics, 2 chanties, a LW and a BW in addition to 3 knights and a scout. With this, all you have to do is take out the enemy scout and any witches and pyros, and you've almost won. I've sacrificed two knights to get a scout in games against good players, and ended up not losing another single piece. That's what I mean about being reckless. I don't mean just wandering into the enemy turtle and letting yourself be slaughtered :rolleyes:

abyaly
07-21-2004, 01:54 AM
Originally posted by Bottle
You'll be surprised at the chaos even a single knight can cause when being healed every other turn. nope.

Originally posted by Bottle
I've sacrificed two knights to get a scout in games against good players, and ended up not losing another single piece.Alright. I'll play scoutless and with 9 units, using my normal formation, and you play with 8 units, with no more than one knight. You pick if it's same side or opposite, then you can try to flawless me.

abyaly
07-22-2004, 11:32 PM
I know you saw my proposition, Bottle. I'm bumping this so you can't pretend you didnt :)

Swift
07-24-2004, 07:33 PM
Umm abaly, It's true. If the scout dies, and you still have a chanty, barrier ward, and on some occasions a cleric. 99/100 times you will win. if you are almost as good or better than the opponent. Not to mention, bottle uses two chanty's. Deadly even with the scout alive.

I played a Dr. Nick who used bottle's form against me. He had it so my scout had no LOS on his chanty unless it would go into range of the other one. I knew i had no chance.

Basically, as long as you have your enchantress, barrier ward, and one piece that can attack, you have it won if no pyros or scouts are on the opponents side.

monkus
07-24-2004, 11:16 PM
Enchantresses are EXTREMELY effective in the late game, but they don't guarantee a win. In a particularly exciting gray vs gray game of mine, my opponent had 3 knights, and i had a scout, barrier ward, and enchantress. My enchantress was damaged though, so she couldn't survive another hit (and i lost my cleric). I maneuvered her to paralyze two of his knights, but he was just too good with his third knight to let me paralyze all three, and he killed her.

enchantresses are good, especially for a gray. They almost always equal at LEAST 1 knight, but they aren't guaranteed-game winners. I'd still advise using one above a pyro though, for a gray.

tomatofire
07-27-2004, 10:44 AM
http://tomatofire.onestop.net/enchant.jpg

enchants are good with range units in the game too :D

abyaly
07-27-2004, 12:18 PM
I'll agree that an enchantress is ideal for abusing your opponents' mistakes. It is just better to have a strategy that does not rely on those mistakes. Unless I screw up badly or would have lost anyway, long term paralysis does not happen to me.