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Forum : Strategy & Tactics
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AuthorTopic : Wk 2, Lec 2 - "Buildings/Techs"
*Boris
Joined 29/10/2001
Posts : 262

Posted : Monday, 22 September 2003 - 13:41

Better, study WoL in battlefield!

CTDXXX
Joined 19/11/2001
Posts : 5842

Posted : Monday, 22 September 2003 - 14:10

That rushes have worked many times, is cause enough to believe that the econ start is NOT entirely supreme

*Boris
Joined 29/10/2001
Posts : 262

Posted : Monday, 22 September 2003 - 14:17

I play not bad! And don't see rules of WoL!!

CTDXXX
Joined 19/11/2001
Posts : 5842

Posted : Monday, 22 September 2003 - 14:27

Actually Boris, I was questioning Save's claim...
If anything, the case I've given is, like you say, the study of WOL in the battlefield

savetuba
Joined 5/11/2001
Posts : 1379

Posted : Tuesday, 23 September 2003 - 00:35

Ok so player X rushes Player Y and they start waring with about 2000 gold each. While Player Z/A/B/C/D all follow the econ strat and build up their econ. now X and Y may have fewer troops and less gold than their neibors which means if the war lasts past 6 turns they are both looking at being killed by their stronger niebors or at least being gangbanged due to their weak econ.(explained below)

In this game like many others amount of resources equally determines your over all game strength.

If you only have 2000 gold to spend on troops and techs (player X) you will never get by seeing how you may be producing 56 scouts/turn and able to deploy only 3/4 of them while the Player (Z) with 3500 gold will be able to deploy 3/5 of those scouts and research a tech that only helps him/his troops. Now the next turn X will buy a tech while Z buys a tech and deploys more troops. X has 40 odd scouts in the feild while Z has 60 in the feild and 2 techs thus giving Z an advantage over his opponent.

CTDXXX
Joined 19/11/2001
Posts : 5842

Posted : Tuesday, 23 September 2003 - 02:36

I think you'll find, the idea is that - by rushing - the attacker surprises the defender, and takes out critical structures early (e.g. barracks). The rest of the war is then in the rusher's favour, and in gaining an early castle, he can then catch up and extend beyond the players who are still on the econ path

Egregius
Joined 11/07/2001
Posts : 3513

Posted : Tuesday, 23 September 2003 - 11:00

Plus get nifty extra resource buildings the opponents don't.

Plus get XP.

savetuba
Joined 5/11/2001
Posts : 1379

Posted : Tuesday, 23 September 2003 - 22:48

that could be true unless a player places the majority of his/her critical buildings inside his castle and uses their stacks to slow your advance.

Egregius
Joined 11/07/2001
Posts : 3513

Posted : Wednesday, 24 September 2003 - 13:02

I was referring to mines and woodmills that can be taken as your opponent is stuck in his castle fending you off.

thegoog2k2
Joined 4/01/2003
Posts : 1

Posted : Sunday, 28 September 2003 - 05:05

Very little point telling CTD to get XP ive tried it just doesnt work. "Well why should I, it cant play any of the fun games", is the answer i usually get

CTDXXX
Joined 19/11/2001
Posts : 5842

Posted : Sunday, 28 September 2003 - 16:46

'eXPerience' GooG
For the troops and the final score
And as you know - weekly - I already have an XP capable machine. Sorry

Anyhow, I think we've established rushing is a useful tactic. Perhaps not for all, but it's definitely tried and tested

tackedlugnut
Joined 6/09/2003
Posts : 397

Posted : Saturday, 24 April 2004 - 01:51

*bump*

kingrichard
Joined 13/11/2002
Posts : 1181

Posted : Friday, 2 July 2004 - 03:43

*Bump* for our Newbies

Genghis Bob
Joined 11/11/2001
Posts : 875

Posted : Wednesday, 23 March 2005 - 18:58

pmuB

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