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This is a discussion on Turtle game rules for legends within the Training Room forums, part of the Tactics Headquarters category; I am posting these rules for future reference for tourneys since we are going to have more official tourneys from ...
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#1 (permalink)
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Turtle game rules for legends
I am posting these rules for future reference for tourneys since we are going to have more official tourneys from now on. Also, these rules can help those people who are not sure if their form is or isn't a turtle. I've received a few complaints recently from people asked to turtle and than facing a rush disguised as a turtle.
I am not a fan of making rules, and i was the first one to criticize Monkus when he made rules for turtle on fps forums. However, i realized that it is getting quite hard having real turtle games, and that, playing on fps, i saw how well Monkus' rules worked, solving most issues between players. So here are my turtle rules for legends. I took Monkus' ones and slightly modified them since i still think his rules are too limited. Alpha rules for turtle games: A turtle is a formation that has a stone golem in the back row, cornered or next to the corner, or to the very side in the second row,or in front of a cornered cleric, with at least 4 other units within stoning distance of the golem's original position. The formation has no golem ambusher,no dsm/pyro, no witches and has no mobile ranged units in the front row, except for Dragon Tyrants. No unit is allowed to be put in the first or second row from the central vertical line on. Turtling without a stone golem is still possible, but i won't cover this yet These rules are basically made to prevent cheating in turtle games, cheating being taking an unfair advantage in a turtle game by using basically a rush. Afterall agreeing to a turtle game is agreeing to non written rules and have a game where you expect to be able to defend and attack in certain ways. That's why a golem ambusher and other ranged units in first rows are forbidden, since they would turn a "turtle" game in a side rush game basically. The same applies for opposite sides games, i've been heard recently of people asking for opposite sides and than coming up with turtles able to kill opponent's cleric in a few moves. For additional info you can visit Monkus' thread on fps forums (his rules are slightly different though) at http://www.tacticsarena.com/forum/sh...s+turtle+rules I didn't lock the topic since i may add/remove things, and since i must still cover the single turt stuff. These rules are already tested on fps and solved most of their problems so i think they will be ok, but any help will be much appreciated. |
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#4 (permalink) | |
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Re: Turtle game rules for legends
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Other than that, my only comment is I don't like how everyone always asks in the lobby for turtle games now before they play. The rush used to be dominant, but then there were the updates and people fell in love with the turtle again, and now since people are only playing turtle games the rush will not come back again. Plus with the challlenge option, it makes for less golds to jump so rushers have nobody to play.
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#5 (permalink) |
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Re: Turtle game rules for legends
That's not really true, i play a balanced number of turt and rush games every day.
Yes, if you ask for an opposite side game you need to set on the same side of settings your opponent is in. |
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Re: Turtle game rules for legends
Quote:
Quote:
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#9 (permalink) | |
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Re: Turtle game rules for legends
Quote:
But anyhows... These rules clear a lot of problems up with turtle games. Bout time someone made those here. Lol
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#10 (permalink) | |
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Re: Turtle game rules for legends
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However, I've spent probably 95% of my TAO time turtling. And I am decent at it. Why don't you get on late-night some night, and I'll see how I do vs you. Turtle vs Turtle. You're in SI right? Sleep is for the weak. So get on and put your money where you're mouth is. btw, you totally stole my sig idea.
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| The Final Move - Turtle game rules for legends | This thread | Refback | 04-10-2008 03:05 AM | |
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