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Rate & Review The Formation Above Yours

This is a discussion on Rate & Review The Formation Above Yours within the Training Room forums, part of the Tactics Headquarters category; * If you guys don't mind, when I have time or if any one wants to, I want to transfer ...

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Old 10-15-2006, 08:17 AM   2 links from elsewhere to this Post. Click to view. #1 (permalink)
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Talking Rate & Review The Formation Above Yours

* If you guys don't mind, when I have time or if any one wants to, I want to transfer some of the forms posted in here to Du's NJ Formation Database, thx.... if you have any comments plz pm me*

Ok, I know that a thread like this has already been started by Legue911 aswell as in the FPS Forums, but I would like to refresh the topic, and keep it alive. And before anyone wishes to flame me, I just want to say that I had the best intentions in making this, for the benefit of all who wish to gain anything from this thread.

***Rules of the Thread***

-Rate a previously posted formation (plz give a rating from 1-10, 1 being the lowest, and 10 being the highest. Also plz include any comments on the form as well as any improvements/ suggestions you may have).

-Post Your Own Formation (Screenshot along with description-purpose of unit placement, strategy, etc.)

- Any significant and/or intelligent reply that you may have in response to one's comments.

-Flame aznballa_33 'thats me'

***How to Take A SCREENSHOT(s/s)***
1. Have the screen which you'd like to take a shot of showing.
2a. To take a s/s of whole screen, press the "PRT SCN/ PRT SCN" button located to the top right of your keyboard, next to the "scroll lock" key.
2b. To take a s/s of just the top screen layer, hold the "Alt" key and then press the "PRT SCN/ PRT SCN" button.
3. Open up in image editing program, such as Paint, found in the start menu Start>Programs>Accessories>Paint.
4. Paste the image by holding the "Ctrl" key + "V".
5. Now your image should be pasted, so just go to the File menu, and save the image. ( I recommend giving it a memorable name, and creating a folder for it such as "TAO FORMS"
6. Now upload the form to an image hosting site like ImageShack.
7. Resize the pic to 640x480 and submit the file.
8. Obtain the direct linking code/url, copy it, and then paste the url into [img]insert url[/img] in your reply.



Strategy/Purpose:
Opposite Side:
Same Side:
Weaknesses:
Form Adjustments:



And without further delay, let this thread be opened! 'wooo!' "Go azn!"

Last edited by aznballa_33; 10-23-2007 at 03:24 AM.
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Old 10-15-2006, 09:30 AM   #2 (permalink)
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Double Cleric Rare Drop Turtle


This is one of my favorite forms to use, and as you can see, requires a crap load of drops for the normal player.

Strategy/Purpose:
Its a turtle form, double cleric to help as anti-rush, and has mud and beast in an aggressive position. Good same side, beast maybe weak against enemy knights attacking from the front. Frost is in a good position to freeze enemy LW or can move 2 spaces to the right to freeze enemy scout/assassin if in front line. Defensive wall blocks several major LOS openings to get to frost golem, and clerics. Mud golem can be placed back one space, next to frost to avoid possible LW blast or can be moved in front of frost to be in a very aggressive position against same side match. Scout and Beast may also be switched depending on personal preference.

Opposite Side Games:
Has good endurance and speed against opposite side turt to take out cleric and weaker units quickly, and maintain constant pressure on opponent. Frost acts as an intimidation factor, whose purpose is to freeze any hostile rogue units or just to keep him on the defensive.

Same Side Games:
Its so-so. Somewhat difficult to get past opponent's Lw and knight wall to reach cleric. Beast can infiltrate if he side is left open, while scout and a knight could flank the weak side. Mud remains in an offensive position, able to clean up any weakened mages or to break chanty/frost/barrier/stone focus.

Weaknesses:
Witch Rush/Bomb may pose a challenge, witch can blast front line- knight, lw, knight, and beast rider. Also, Mud can easily get blasted by an off-center LW. Outside flank also suseptible to fairly easy flanking against quick units such as beasts, assassins, mud, and scout.

Enjoy!
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Old 10-16-2006, 12:30 AM   #3 (permalink)
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this thread was made before and if im correct, it was shot down.

also i see you have an ingame text problem, unless u made everything 3 times the font it should be on purpose.

in case this thread ist shot down...i guess ill get you started

you seem to know your stuff.

7/10 because of flanking issues


ok now here's mine

the summerspring:



this set is mainly focused on sameside fights because the witches cant venture from the set very far without being killed, however, if the opponent is opposite side and mainly comes to you, the witches are a scary threat, because they can nuke any unit coming you way before they even get near your set.

flanks are easily countered with this set if you know what your doing, because the frost will stop the first unit, and with aid from the back/side knight, the witch can finish off anything quickly

flanking with this set isnt easily accomplished, but thats not my style anyway.

the mud golem isnt really in a position to just go rushing in. i dont like doing that with my mud unless my opponent has just used his/her LW
once i see my opponents setup, i move my mud into the most effective position, while still keeping it inside of my set, until it is needed later

if you carefully lure your opponents knights into shifting a bit, a scout mud combo on same-side sets will easily finish off the opponents cleric, thats why i have the scout there.

im considering taking out one witch for my beast rider, but i dont like using my beast rider unless i have 2 clerics.
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Old 10-17-2006, 09:43 AM   #4 (permalink)
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6/10. Your Frostie is way too out in the open and vulnerable to all kinds of Scout mayhem (and your Furgon ain't on the field to close those gaps). With the Frostie's focus broken as soon as it's formed, your Knights won't have the chance to get a hit on while the invader can't block. The witches need either a second Cleric or a BW to stand up to even a single Knight invader, and when an invader does make it to the back row, your Knights will have to choose between trying to defend the Cleric or the Frostie, both of which are necessary to your survival.

You would do well to ditch the LW, move the rightmost Knight to the position the LW currently occupies, and put your where your rightmost Knight was. Yeah, you lose the threat that the LW provides, but your Furgon will keep your Frostie focused and your flank covered, and even keep Scouts away from your Cleric in the mid-to-end game in a way that even the threat of your LW won't be able to do.





This is pretty basic. It's a rush set with a Groucho Marx mask on. Kill the Scout first, then casters and Beast Riders, and ignore the meleers as much as possible. The goal of this setup is to fight higher-score players to a draw, which still nets you points.

The Knights are placed to prevent Scouts from taking early potshots at your Cleric, but if you have to take one in order to kill it, go ahead. Just watch the enemy Witches, and move to counter as soon as necessary.

This setup can and has won some surprising games by paralyzing enemy units (on one memorable occasion a DT) within range of the LW and wearing them down over several turns.

The Witch is in basically just to give the opportunity to wear down LWs in the late game if it survives long enough, and to discourage an early rusher coming at the Cleric. Not much wants to get involved in a Witch/LW crossfire.
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Old 10-18-2006, 06:40 AM   #5 (permalink)
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6/10
Eh sorry, but I personally don't like the form and unit placement in general. For one, i wouldn't classify the form a a rush, but more of a freestyle. On the FPS servers, i used to use a similar strategy, but with 2 barrier and 2 witch, and it was a decent turtle. I'd say that in the FPS servers, this strategy would be much more effective than in legends, because you wouldn't have to worry much about mud golems and beast riders.
I guess if you played the form smartly and quickly took out opposing ranged units, you could win some games, thing is, most good players 1100+ would be aware of the strategy and could fairly easily counter it. Also, bombs/rushes would most likely pwn this form with relative ease.
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Old 10-22-2006, 09:42 PM   #6 (permalink)
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Quote:
Originally Posted by Essence View Post
6/10. Your Frostie is way too out in the open and vulnerable to all kinds of Scout mayhem (and your Furgon ain't on the field to close those gaps). With the Frostie's focus broken as soon as it's formed, your Knights won't have the chance to get a hit on while the invader can't block. The witches need either a second Cleric or a BW to stand up to even a single Knight invader, and when an invader does make it to the back row, your Knights will have to choose between trying to defend the Cleric or the Frostie, both of which are necessary to your survival.

You would do well to ditch the LW, move the rightmost Knight to the position the LW currently occupies, and put your where your rightmost Knight was. Yeah, you lose the threat that the LW provides, but your Furgon will keep your Frostie focused and your flank covered, and even keep Scouts away from your Cleric in the mid-to-end game in a way that even the threat of your LW won't be able to do.





This is pretty basic. It's a rush set with a Groucho Marx mask on. Kill the Scout first, then casters and Beast Riders, and ignore the meleers as much as possible. The goal of this setup is to fight higher-score players to a draw, which still nets you points.

The Knights are placed to prevent Scouts from taking early potshots at your Cleric, but if you have to take one in order to kill it, go ahead. Just watch the enemy Witches, and move to counter as soon as necessary.

This setup can and has won some surprising games by paralyzing enemy units (on one memorable occasion a DT) within range of the LW and wearing them down over several turns.

The Witch is in basically just to give the opportunity to wear down LWs in the late game if it survives long enough, and to discourage an early rusher coming at the Cleric. Not much wants to get involved in a Witch/LW crossfire.
Hmm.... the cleric is wide open first of all. A witch could kill it; you'd waste 1 turn blocking the witch from killing it since your LW is wayyy at the back. The cleric has no where to go with the LW and BW. A scout, mud and a knight/BR/assassin could kill the chanty easily and may kill the cleric at the same time. The whole set is kinda messy.
I'd give it 5/10
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Old 10-25-2006, 01:28 AM   #7 (permalink)
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Allright, so where's your form, d/s/t?
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Old 10-25-2006, 01:50 AM   #8 (permalink)
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Out of all the formations posted here so far, Essence has had the best.
I'll be nice and rate them all.
First form I would say 6/10.
It looks solid at first but it has underlying issues such as the poor mud placement.
That second formation is asking for dsm and wisp ownage. 4/10.
The Essence form is suprisingly resilient, it may look stupid but I see good uses. 7/10

I'll post something later, I will have a preconceived notion of how good it is and I will expect a certain range.
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Old 10-25-2006, 04:10 AM   #9 (permalink)
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This is a setup that you can only truly appreciate if it won you 10+ games without a loss. It has no drops whatsoever; anyone can make this formation. Against a turtle on the Knight side, the Scout, Assassin and mages act as the flank. Against a turtle on the opposite side, the Knights act as the flank. While it is capable of flanking very well, it is also difficult to flank. The Cleric is even set up so that in an emergency, he can be moved 4 spaces behind the LW. As an alternative, you can replace the Pyro with a Muddy.
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Old 11-01-2006, 03:52 AM   #10 (permalink)
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Difficult to flank? It's the definition of "flankable". The LW will take a potshot at the first Knight in, sure, but then your Scout and Assassin are Knight food. Optimally, your LW, Witch, and Pyro serve to force your opponent to heal to keep one Knight alive, and then the other two come in and eat your casters for breakfast while the Scout/Assassin kill off the weakened one.

The problem is that fast Knight aggresson on your open end will force you to use your turns defensively or lose your Scout and Witch (no one cares about the Assassin or Pyro, really). At that point, you're not agressing with your Knights -- and even if you do, they're opposite side; they're able to attack you before you're able to get to them, so you lose even if you agress as fast and hard as they will.

Also, flanking with casters is a joke. They will get in one hit, and then die horribly. The Assassin is semi-useful, but really, flanking needs to be done with units that will survive long enough to kill off the units they get in bed with.

7/10, though, because really, if you're one of the hundreds of people out there who seem totally unwilling to aggress with their Knights, you'll lose to this form outright.

********




This form is a simple half-and-half -- it's set up to go aggresive right off the bat and attack with Knights, Scout, and Muddie, but if the tide turns, it's easy enough to collapse, with the Knights between the LW and wall, the LW and the BW, and the BW and the back.

This form wants to kill the Scout first, casters second, and leave one Knight left over to clean up in tandem with the Enchantress and the Barrier Ward.

Major weaknesses include a Scout up the Cleric side; if it gets Barriered after the LW hits, you've got to Barrier your Cleric in turn, and that puts you in a bad spot. Also, the Muddie is a bit vulnerable. A Knight up next to it, or an Assassin behind the centermost Knight can wreak havoc on you. But it's too critical to be able to 'port in, Pound, and Barrier up against a Stone, or Frost, or Furgon setup -- it's worth the risk by far.
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