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This is a discussion on Some pointers from me and soap. (grey) within the Training Room forums, part of the Tactics Headquarters category; Well, this is my only actual thread aside from the intro thread. I have started my account about a week ...
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#1 (permalink) |
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Nice post count eh?
Join Date: Jun 2008
Posts: 95
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Some pointers from me and soap. (grey)
Well, this is my only actual thread aside from the intro thread.
I have started my account about a week ago, and since then have picked up many of the drops the high ranked greys use. Most of the stuff I am about to tell you has been taught to me by my brother (soap in game) when I first started Legends after switching from Great Lakes. I will start with the basic dropless units. Don’t be afraid to rush dmw / pyros into the lighting ward. Here are some pointers on how to do it effectively. A) wait until after the opponent has used their lw then rush ur mage in. you will be able to successfully run in, attack, wait 3 turns, attack, run out. Without the lw ever hitting ur piece. B) If the lightning ward has 3-2 turn wait on it, you can move a mage in NOT ATTACK, wait a turn, attack and run. C) Set up a flank attack on the cleric, then send a mage into the ward. on the turn the mage is about to get zapped, rush a knight at their cleric so they are forced to either block your knights path, or zap the mage, either is beneficial to you. D) Rush (Bomb) if you have 3 or more mages, sometimes it is worth it to sacrifice one, so the others can rush in without a worry. This can usually lead to vital units such a knights wards and scout taking heavy damage. Here is a tip that my brother has told me, seems logical but I haven’t been able to experiment much with. Use 2 muds or assassins, rush them both at the turt AT THE SAME TIME NOT SEPERATLY. For assassins, you can take advantage of the bomb and make them cautious about how they attack you. often times making them waste turns trying to prevent one of them getting to a very special number (such as 22 and 20, my favourite numbers) If one of the assassin hits a number that can lead to a future bomb, pressure them with the other so they are forced to kill it. If they continue on the other, take advantage of your cleric(s) and repeat the process. doing this correctly can easily land you at least 2 of your enemies vital units dead (without bombing, just using cleric) or it could land you an assassin bomb if you pressure them the right way (or at least an assassin bomb threat.) I used this method until I was 1200 because assassin was my only drop. Now for muds. It runs on pretty much the same basis as the assassins, although instead of pressuring with a bomb, it’s with a pound. Send both in to the enemy and start punching vital units, don’t worry muds have 5 movement and teleport and can kill a frost in 3 hits. if the enemy decides to focus on 1 muddy, then just keep wailing away and hopefully get at least 1 cleric punch in there if possible. By the time that mud is dead. you will have done a fair amount of damage, and now be able to pound with only a 1 turn wait (no need to move) having a pounding mud in an already wounded turt with full hp and 1 turn wait is unbelievably powerful. Now, if they decide to focus on both muds equally, your cleric becomes very handy. Remember, a cleric heals 12 per unit. That’s 24 with both muds added together, which is as much as a dark mage deals. Doing this can = lots of units being punched to death by muds. I only have 1 mud so I can’t personally elaborate on this. Double frost turt with assassin. My most successful set, assassin means enemy mud has to always be ready to pound. If a mud pounds right next to an assassin, a hit from a knight will make it bomb able, and when it comes to double frosts, you want to keep muds OUT. Moving ur assassin around properly / controlling its hp with cleric can ensure that if ur enemy brings his mud in he will regret it. The assassin also has very good blocking (10% less then knight) which is great for blocking oncoming range attacks. As opposed to say a beast rider which would have to break formation to be saved from them. Will try to add more in the future as I learn more about Tao Legends. |
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#8 (permalink) |
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Sexy Azn
Join Date: Aug 2006
Location: California
Posts: 524
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Quite a nice and interesting guide... and I like the unique tactics with the double assassins and mud they can be quite a combination in pairs.
Keep up the nice work and hope to see more threads from you. Nice stats by the way lol
__________________
![]() ![]() ![]() Thanks to the Riddler Mr. Bogart!Gee!! Thanks big time!!!
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