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This is a discussion on Advice on set within the Training Room forums, part of the Tactics Headquarters category; You have any suggestions for my set?...
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#2 (permalink) |
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French Fries
Join Date: Oct 2006
Location: Toronto, Canada
Posts: 2,016
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I suggest you move the BR's closer to the center by 1 space, because you won't reach the cleric with 2 moves for most grey turtles. Also I would put a chanty in. But the witches are alright. And maybe try putting the scout and mud on the same side so the scout can reach one corner, and mud can reach the other, because your scout right now most likely can only hit the left corner.
I'm not sure if I explained that very well...
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![]() ![]() Last edited by D/J/T; 03-20-2008 at 02:29 AM. |
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#4 (permalink) |
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Banned
Join Date: Oct 2007
Location: Dont know.. Dont Care.. But I do know your not taking my cheese away from me!
Posts: 411
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As mostly a turt player i would use a turt with the Br's and witches. But that is my idea, you seem to be a rusher so.. Ya dont lisen to a turter like meself >.<
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#5 (permalink) |
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Banned
Join Date: Jun 2005
Posts: 0
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Hmm, I don't agree with those changes. If you swap the brs with the mud and scout you put them in lw range, which is a bad idea, you can live without the brs, esp since you can then use your witch on that side. Then if they take the witch you move with the br and keep the scout/mud for support. The scout and mud are fine where they are, they can easily get to either side from the center. Scout has about everything covered. Maybe swap it with the center knight so the scout is then centered. Keeping the scout and mud centered keeps up your versatility. Bank them on one side and you would have what I would consider and opp. side game with that form, which is not the idea.
I'd also say there isn't much of a purpose for an enchantress in the formation, especially because it unbalances the line. Also, what would you take out? You need the mud and scout, plus a br and a witch for each side. When you get the units I recommend removing the witch and adding a frost and another br. I'm using that and it seems to be working well in most scenarios. I did lost to uall in free by 2 units though. Only loss with it so far. >_> Another interesting form is the old witch rush, to do that sub in 2 more witches for the 2 brs. You may also want to try that when you get a 4th witch. Always good to experiment and see what works for you. /2cents Not to pick your suggestion apart or anything DJT. ;) Last edited by Gypsy; 03-20-2008 at 04:08 AM. |
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#7 (permalink) |
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Einherjar mascotte
Join Date: Jul 2007
Location: France
Posts: 102
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mmmh... i'd change witch position as they're in common LW position: You wouldn't like to start with 1 unit disadvantage :P
look at this set made by Brutalrage 1CL-1SC-1MU-3KN-2BR-2WI BRs and scout are centered, mud is a bit luck searching: if it's same side it would be very strong there, but opposite side it can just move into enemy in 2 moves. witches are there as threat: they can take out eventually wounded units, frontline rush, or simply have the range u would need if battling someone with frost. knight are well positioned by helping the faster (but fragiler) units, by blocking side hits. two of them are quite centered so they have the opponent flank, the last one can eventually infiltrate in a hole when opponent has to retreat his units (especially scout in front of the witch) ![]() I hope that can be helpful, I apologize for my really bad English grammar ![]() Jeannette ![]()
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#10 (permalink) |
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Chyeah
Join Date: Apr 2007
Location: You see that kid over there, playing baseball? *points*
Posts: 4,619
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Put the witches on the wall. Can't get LW'd unless the LW is in a very strange position, and that way you can get free attacks. I dislike your br positions though. Too easy to hit. I suggest the center being Mud and scout next to each other and then beasties on the sides
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