HOME   |   COMMUNITY   |   TRAINING   |   BATTLES   |   DUELS   |   CAMPAIGNS   |   HELP      
Click above links for MAIN menus, mouse-over for sub-menus.25 NOV 2024 03:16  
ShoutBox
PLEASE VOTE at
MPOGD & TWG

WoL Membership

SiteMap



free counters

W
A
R
O
N
L
I
N
E
:

M
E
S
S
A
G
E

B
O
A
R
D

R
E
P
L
I
E
S
Who's Online : 2 (7)
Active : 12 (12)

refresh
Back To Strategy & Tactics   |   Return To Forums
Forum : Strategy & Tactics
<<   1 2 3 4 5 6   >>
AuthorTopic : Chapter 1: What troops to start with?
BigAmigo
Joined 15/10/2001
Posts : 3716

Posted : Monday, 27 October 2003 - 00:22

3 scouts

BigAmigo
Joined 15/10/2001
Posts : 3716

Posted : Monday, 27 October 2003 - 00:24

But... thinking it over.. it could work.

Genming
Joined 22/04/2001
Posts : 885

Posted : Monday, 27 October 2003 - 02:28

The game changes as time goes so will tactics change. Now with 2 commandeers being auto given at the start of a game, the more commonly use tactic is to start with 3 scouts and another commandeer.

Players who are more aggressive tends to go for 4 scouts or 3 scouts 1 spearmen though. Players who adopted this combination tends to head for enemy borders almost straight away for a rush on the castle.

BigAmigo
Joined 15/10/2001
Posts : 3716

Posted : Monday, 27 October 2003 - 04:25

well, scouts can take over resource buildings. You just need comms to build the buildings and repair. Naa.. Think I stay with 3 scout 1 comm

Genming
Joined 22/04/2001
Posts : 885

Posted : Monday, 27 October 2003 - 04:30

Huh? Thats what I am saying... 3 scouts and a commandeer now.

Isolde
Joined 25/02/2003
Posts : 616

Posted : Monday, 27 October 2003 - 07:03

I wouldn't go to doing a 4 scout start up every game, but it is doable. It's just a little tricky to work with not having but 2 commandeers. Even doing that early rush it works. But with only 2 comms, you have to protect them more than I would normally.

I agree that 3 scout/1 comm works beautifully though.

Last Edited : Monday, 27 October 2003 - 07:05

*Boris
Joined 29/10/2001
Posts : 262

Posted : Monday, 27 October 2003 - 07:31

You right Isolde, 3 scout/ 1 comm is good!

Egregius
Joined 11/07/2001
Posts : 3513

Posted : Wednesday, 29 October 2003 - 18:10

Someone correct me if I'm wrong, but isn't 2 scouts+2 comms preferable to 3 scouts 1 comm?

With the 2/2 setup, you can always assign the building doing comms to another free of charge, you start with more comms, and you can immediatly go train scouts anyway.

The 2/2 setup requires the 2 scouts to be assigned to one building and similar with the comms.

Genming
Joined 22/04/2001
Posts : 885

Posted : Wednesday, 29 October 2003 - 19:51

Other than a corner, you would have more than 2 borders to watch out for if your starting position is anyway else. Having only 2 scouts at the start means you can only protect 2 borders. The other borders would be free for other players to sneak in and get your piles. Even if somehow your first batch of 36 scouts reach the borders in time, the opponent 54 scouts unit would probably ignore it and carry on the intrusion.

Egregius
Joined 11/07/2001
Posts : 3513

Posted : Thursday, 30 October 2003 - 05:55

Good point, and slower resource-skowering.

Fringe
Joined 30/07/2003
Posts : 58

Posted : Tuesday, 11 November 2003 - 17:04

isnt there a timing issue also..?

that is, if you only take scouts, or scouts and comms, when you might want, say, spears, you lose a turn adjusting your barracks... if you start with barracks 1: scout/comm and barracks 2: scout/spear you then have the ability to generate 3 unit types at need with no loss in tempo...

???

Genming
Joined 22/04/2001
Posts : 885

Posted : Tuesday, 11 November 2003 - 19:08

Every barrack has 2 quick start unit types without the need to use turn. Starting with pure scouts in one barrack does not means he need another turn to start another unit type. In fact top players like to wait till they have a better unit type before they use up their quick start unit selection in their barracks.

Floyd-O-Matic
Joined 27/08/2001
Posts : 2517

Posted : Tuesday, 11 November 2003 - 21:53

If you are in a situation where you are POSITIVE that your castle will be rushed, it's not a bad idea to start out with 4 spearmen. combine them into two large stacks with two smaller stacks that you get at turn 1 and any horsies that come nosing around will be eliminated in a hurry. As soon as you get the chance change your barracks to something more traditional (depending on your tastes, and objectives)

*edit* Of course this is a completely useless tactic now!

Last Edited : Tuesday, 11 November 2003 - 21:55

Genming
Joined 22/04/2001
Posts : 885

Posted : Tuesday, 11 November 2003 - 22:06

No cause then you are going for defensive right from the start and let the other guy get the initiative. By doing that you are already defeated.

Chiron
Joined 19/09/2000
Posts : 1877

Posted : Wednesday, 12 November 2003 - 05:12

Are you sure about that Gen?
What if you are isolated in a clan game?

Floyd-O-Matic
Joined 27/08/2001
Posts : 2517

Posted : Wednesday, 12 November 2003 - 07:21

Actually if facing an opponent that produces scouts it is a good offensive makeup. The scouts have mobility, it's true, but if one uses the terrain to their advantage, you can advance quite readily against an army of that type. As we all know, that type of army is in vogue right now, so by playing against the weaknesses of that sort of strategy, you have the upper hand against most of those who you will be playing against. Which is why I said that it was useless now. Anyone who reads this can now counter it.
80)

Genming
Joined 22/04/2001
Posts : 885

Posted : Wednesday, 12 November 2003 - 08:09

Let said I would to rush you and find myself facing spearmen instead, I would move around to take all your surrounding piles, going for your commandeers, etc etc.

Even in clan game you are slower in getting resources with spearmen. By the time your spearmen reach the border, your opponent would have cross it with scout.

Anyway everyone has their own tactics. If yours work well with your present combination then stick to it.

Floyd-O-Matic
Joined 27/08/2001
Posts : 2517

Posted : Wednesday, 12 November 2003 - 09:07

Indeed. It's probably better if everyone thinks that this is a rotten tactic anyway.

George Anthony
Joined 21/10/2002
Posts : 285

Posted : Wednesday, 12 November 2003 - 16:06

I side with the "make the troops available" idea and choose the only 4 options you have so you'll be able to deploy any troop you want.

prancer
Joined 14/10/2003
Posts : 493

Posted : Wednesday, 12 November 2003 - 20:40

i start out with scouts and comm just because that comm take over things and destry things and scouts go a whole lot more than comm but thats ok i like scouts and heavy's and knights they can do most of the damage i get and experince

<<   1 2 3 4 5 6   >>
Back To Strategy & Tactics   |   Return To Forums


WarOnline.Net is © Copyright 2000-2024 by Requiem. All rights reserved. [ 0.164063 seconds ] Privacy   |   Terms   |   Links   |   Stats   |   SiteMap