sugarleo Joined 4/05/2002 Posts : 3773
| Posted : Saturday, 17 February 2007 - 09:32 You've experienced what I did with Biscuit...the retal screw up also contributed greatly to the benefit of the attacking player with a banked turn...so multiplying your losses.
With the changes made now...that'll help. But having had the opportunity to use those tactics before the changes, it's difficult to recover....further, the habit of upgrading to expert and master troops now can certainly be a liability to one's fighting successes (unlike in the old version)...where now... a player producing mass scouts and ballistas can overwhelm a smaller, less populous but more advanced army. Last Edited : Saturday, 17 February 2007 - 09:34 | Biodus Joined 9/07/2005 Posts : 827
| Posted : Saturday, 17 February 2007 - 14:59 So why don't you build a bunch of spears or pikes to back up your heavier troops? I would say squires too b/c of their resistance to ranged... but the scouts would eat 'em up.
*_* Biodus *_* | | Padro52 Joined 10/06/2006 Posts : 644
| Posted : Saturday, 17 February 2007 - 16:03 doing that now or atleast trying to. I did not give up trust me, just telling people of the devistation a TON of scouts can do to you. | | Soljah Joined 7/01/2006 Posts : 792
| Posted : Saturday, 17 February 2007 - 17:01 i beleive i held of someone for a VEEERY long time by just mass producing spearmen, he was in my base but it took him about another 50 turns to take it over...lol | | gueritol Joined 7/02/2003 Posts : 3940
| Posted : Sunday, 18 February 2007 - 03:57 I'm also noticing that troop upgrade to master, expert are now moot, not required.
Games end so quickly that there is no time to do that.
Upgrade to ballis in 1 barrack, with full production upgrades.
Pump out scouts on the other two, with full production upgrades.
Upgrade your att/def to whatever your economy allows.
Don't buy market, don't do anything economy.
Attack, and take them over from your 1st defetead opponent, thus saving. | | Sage DoCJoined 8/11/2002 Posts : 4070
| Posted : Sunday, 18 February 2007 - 12:39 It's not that hard to upgrade to macemen/marksmen. I think balista aren't that good anymore, and with the danger of 5 pop retaliation takers, macemen are awesoooooome. | | gueritol Joined 7/02/2003 Posts : 3940
| Posted : Sunday, 18 February 2007 - 13:45 Mace are wiped down like their armor was made out of butter. | | Sage DoCJoined 8/11/2002 Posts : 4070
| Posted : Sunday, 18 February 2007 - 17:22 By what? Scouts? Or balista?
Macemen tear through scouts, and I betcha my marksmen could kill your balista faster than they could kill all of my macemen. | | kingArtur Joined 30/08/2006 Posts : 220
| Posted : Sunday, 18 February 2007 - 18:11 interesting | | gueritol Joined 7/02/2003 Posts : 3940
| Posted : Monday, 19 February 2007 - 02:34 Turn 10, how many maces can you have? That's the whole point.
@ 8 per turn w/upgrade ... that's around 38 (considering you begun turn 5).
How many marks ... Well it would be a bit tough but let us put it like this. But let's say 12 Marks.
Don't think you'll manage any att/def upgrades.
On the other hand ... I could have around 370 scouts in 7 nice stacks or so.
I could have ballista 1 stack of 50.
Plus att/def upgrades.
So ... figure out what will happen, it's still going to be close ... but ... not in the long run. | | TaurusRex Joined 14/06/2002 Posts : 9462
| Posted : Monday, 19 February 2007 - 13:15 Well I finally reversed it in a Duel, but I think the Haven Island map allowed me to defend a strategic location and while I held the scout hordes at bay with a tower, ballista, pikemen, existing walls and some added palisades, I was able to catch up with squires, falchs and more ballista.
I just started deploying mace too. It's a combination of things though. I beat him to most of the gems, iron and wood, but he dominated with scouts and archers. Then I raised as much gold as I could and I even had to buy a lot of wood at even over 4000 gold.
Finally I had a big enough army to go after his extra resource production and I actually got ahead of him in tech and upgrades although he also had towers and expert weapons and armor, but I don't think he had the troop production I had and I don't think he was able to match me buying wood.
PS: It's an odd map with lots of gold and gems, but a disproportionate amount of extra iron, wood and stone piles though.
Anyway that seems to be the only way to me (that is to defend a strategic location that allows you to swing in all directions), but again the Haven Island map in the Duels has a sort of Stonehenge of walls in the center that allowed it to be adapted for defence.
rex Last Edited : Monday, 19 February 2007 - 13:28 | Sage DoCJoined 8/11/2002 Posts : 4070
| Posted : Monday, 19 February 2007 - 15:08 On Turn 10, I wouldn't be attacking.
I'm too lazy to do the math to figure out how many troops I'd have. I'm not even sure I'd have marksmen being produced by turn 10...but since you gave it to me, lets say I did. I'd also have all of my starting troops, and the benefit of a castle.
An upgrade to Castle Walls isn't too expensive, and under the new system, it would take you about 8 turns to get through my walls. Even once you break down my walls, I'll be producing macemen faster than your balista can kill them. Scouts sure can't kill macemen! And by turn 18, I'll DEFINITELY be producing marksmen. Marksmen in towers are a match for balista...and until the marksmen get up to killing power, I can always weaken your balista with archers in towers. I do start with 150 archers, ya know.
All the defender would have to do would be to hold off the scouts/balista attacker until macemen/marksmen are up and running. At that point, your scouts are basically worthless...the mace will eat them up. Your balista will have to use their attacks on the macemen, whereas I would have flexibility...I could use my ranged on either your scouts or on your balista, AND my melee would be good for more than taking up space.
So you're right, it would be close...at first. But in the long run, mass scouts just can't stand up against macemen. | | Biodus Joined 9/07/2005 Posts : 827
| Posted : Monday, 19 February 2007 - 19:50 Sage... it seems you are assuming that the battle will take place just outside or at your castle's walls.
If so, then the attacking player could have some of his troops go to destroy/take over your resource buildings while the others are trying to punch through your wall.
I am not sure how quickly this (disabling your resources) could be done or to what order of magnitude it would effect your ability to purchase new units (namely, maces and marks), but it seems it would definitely put a damper on your strategy in the long run... I think you would absolutely HAVE to break out and recover/protect your resource buildings in order to win.
I sound uncertain about my ideas because I am... I am not a player of your caliber and may be missing something :-P Also, you might tweak/re-hash your strategy once you realized that he was going after your resources as well.
I do not want to bash/insult/degrade anyone or their strategies... I am just trying to make sure all variables/options are considered in this discussion of tactics :-D
*_* Biodus *_*
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