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This is a discussion on So I've been... within the Training Room forums, part of the Tactics Headquarters category; Using these 2 sets for Mad Skills and other people have been using there sets on mad skills (guide ) ...
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#1 (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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So I've been...
Using these 2 sets for Mad Skills and other people have been using there sets on mad skills (guide
) And I've found out, there fun and all and I'm pretty decent with them but I want a new set that I've NEVER seen before. The s/s's will show my drops. ![]() I use for fun. ![]() I use all the time. I was hoping somoene could give me criticism on my sets and if someoen could make me a couple new ones it would be greatly appreciated.
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#7 (permalink) | |
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Senior Member
Join Date: Jul 2007
Location: Pennsylvania, USA
Posts: 1,590
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Quote:
I'm not too much of a fan of double witch rushes, but seeing as you have no mud I guess they're ok.
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#8 (permalink) | |
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Craves The Abuse
![]() Join Date: Jul 2006
Location: Bethlehem, Pennsylvania
Posts: 6,362
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Quote:
he must think the scout isnt protected enough. i personally think keeping the knight where it is is a great idea because it's great at protecting the flank
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#9 (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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That's what I was thinking... Believe me, it's protected Grim. And yes, knight is there to help protect the flank, or help flank against same side.
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#10 (permalink) |
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Death before Dishonor ~
Join Date: Dec 2007
Location: somewhere with trees, sand, and water
Posts: 1,967
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On your rush move the second witch to the left or right. The br restricts it from moving forward to attack.
On the turt possbly take out the witch for a second cleric to help keep the fragile beasts alive? |
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