View Full Version : cool strategys
i have a cool way to win for humans all you have to do is first tech to keep however possible it dosent matter what hero u get then once u get keep get some workshops and an arcane sanctuary get some mortors and sorcs upgrade the sorcs to lev 2 so they can use invisibility use invisibility on the mortors and bring the mortors to someones base and attack they wont see you comin cause u invisible
Schwitzer
05-13-2004, 8:18 PM
You'd have to be careful not to leave yourself too vulnerable while you're teching up to this, though :)
usually u can do this is a team game like 4v4 or get a few footies before the tech
Exedore
05-14-2004, 3:27 PM
It doesn't work very well. No matter what the game, with your teching and limited forces, it will be 4 armies of your opponents vs. only 3 of your allies. It's easy to tell who'll win that. If you try the invisible mortar team trick, you may be able to cripple one of your opponents, but his allies with easily dispatch your forces and continue storming your allies.
well come to think of it if u are fast enough u can do it or u dont have to tech just get rifles before them
SexForTwo
05-23-2004, 3:48 AM
Well, if you do pull it off you're screwed by a single Shade, Scout or Sentinel. And that's not worth it.
WorldLord
08-19-2004, 3:09 AM
beware human cause they make towers and copters(can see invisible unit)
but until now I never see somebody do that ;)
blizzardfan
08-19-2004, 11:54 PM
when the mortar teams attack ther will become visible n the mortar team has minimum attack range n their attack is seige type(seige attack only good at vs unarmor unit n buildings),n mortar team can't vs air unit :P
Prozerran
08-20-2004, 11:02 AM
Ok, I'll step up to the plate. Here's how this strategy is supposed to work, and it's typically done with much success on LT.
4 Peasants - Gold
1 Peasant - Lumber Mill
6th Peasant - Scout
7th Peasant - Gold
8th Peasant - Alter
9th Peasant - Farm, Farm
10th Peasant - Tower (Guard)
11th Peasant - Tower (Guard)
12th Peasant - Tower (Guard)
13th Peasant - Arcane Vault
Tech to Keep at 210 Lumber
Your first hero should be the BM. Take him and harass your enemy with Flamestrike as much as possible. Against UD, try and flamestrike building Ziggurats to cancel their construction. Just do what you have to do to get your opponent off balance.
At Tier 2, build an MK w/ Bolt, a Workshop, and a Sanctum. Now, get 2 mana potions and a 2 healing potions. Militia a couple of peasants and go get the Zepplin. Flamestrike the trees behind your opponent's Goldmine and land in that area. Start building towers and flamestrike the goldmine while at base you're making Mortars and Sorcs. Start creeping with the MK and the first few Mortars and Sorcs you get. When you have 4 Sorcs, upgrade their adept training and tech to Castle. When you have 8 Mortars, the upgrade should be complete.
By this time, your towers have probably been wiped out, but they've done their job. Bring your BM back to base and cast invisibility on him and your Mortars. Make sure he has a Town Portal or you'll regret it. Run into your opponent's base and use your Mortar Teams to take down the main hall (which is probably at Tier 3 by now) slowing your opponent down immensely. With any left over Mortars, strike any Tier 3 buildings you see along with Flamestrike and TP out when your BM is about to die. Do as much damage as possible before running away. If you lose all your Mortars, you'll at least have paid for them with all the damage you've done.
During this heavy harassment, you should have reached Tier 3 and started pumping out Flying Machines, Siege, and more Casters (that's what I go for anyways). Train an AM with Blizzard, since that will double, even triple the damage you can do in harassment strikes with your Siege. A couple of Breakers can be really helpful, but at this point, your flying machines are the real key to the success of the strat. Upgrade their ground attack first and then their flak cannon. Start harassing peon lines and retreating over the trees. Take out any building that's Tier 2 or above.
The concept of the strategy is basically to keep your opponent's army at a lower Tier while your army stays above it. By Mortar rushing, you're essentially hitting the reset button for them in unit production. Whether they already have a few of those units or not, everytime they come to your base and attack, they'll lose them to the Towers and Siege damage. Your priority is controlling their production, not their Hero levelling, which is what so many people complain about with this strategy. Heroes are most susceptible to Siege damage. If you lose your lower level heroes at any point, you'll be able to bring them back at half the cost of your opponent's hero. Think about those balance issues when performing this strategy. Once you figure out what it takes to control your opponent's Army, you'll figure out the best tactics to use.
blizzardfan
09-24-2004, 3:30 AM
Ok, I'll step up to the plate. Here's how this strategy is supposed to work, and it's typically done with much success on LT.
4 Peasants - Gold
1 Peasant - Lumber Mill
6th Peasant - Scout
7th Peasant - Gold
8th Peasant - Alter
9th Peasant - Farm, Farm
10th Peasant - Tower (Guard)
11th Peasant - Tower (Guard)
12th Peasant - Tower (Guard)
13th Peasant - Arcane Vault
Tech to Keep at 210 Lumber
Your first hero should be the BM. Take him and harass your enemy with Flamestrike as much as possible. Against UD, try and flamestrike building Ziggurats to cancel their construction. Just do what you have to do to get your opponent off balance.
At Tier 2, build an MK w/ Bolt, a Workshop, and a Sanctum. Now, get 2 mana potions and a 2 healing potions. Militia a couple of peasants and go get the Zepplin. Flamestrike the trees behind your opponent's Goldmine and land in that area. Start building towers and flamestrike the goldmine while at base you're making Mortars and Sorcs. Start creeping with the MK and the first few Mortars and Sorcs you get. When you have 4 Sorcs, upgrade their adept training and tech to Castle. When you have 8 Mortars, the upgrade should be complete.
By this time, your towers have probably been wiped out, but they've done their job. Bring your BM back to base and cast invisibility on him and your Mortars. Make sure he has a Town Portal or you'll regret it. Run into your opponent's base and use your Mortar Teams to take down the main hall (which is probably at Tier 3 by now) slowing your opponent down immensely. With any left over Mortars, strike any Tier 3 buildings you see along with Flamestrike and TP out when your BM is about to die. Do as much damage as possible before running away. If you lose all your Mortars, you'll at least have paid for them with all the damage you've done.
During this heavy harassment, you should have reached Tier 3 and started pumping out Flying Machines, Siege, and more Casters (that's what I go for anyways). Train an AM with Blizzard, since that will double, even triple the damage you can do in harassment strikes with your Siege. A couple of Breakers can be really helpful, but at this point, your flying machines are the real key to the success of the strat. Upgrade their ground attack first and then their flak cannon. Start harassing peon lines and retreating over the trees. Take out any building that's Tier 2 or above.
The concept of the strategy is basically to keep your opponent's army at a lower Tier while your army stays above it. By Mortar rushing, you're essentially hitting the reset button for them in unit production. Whether they already have a few of those units or not, everytime they come to your base and attack, they'll lose them to the Towers and Siege damage. Your priority is controlling their production, not their Hero levelling, which is what so many people complain about with this strategy. Heroes are most susceptible to Siege damage. If you lose your lower level heroes at any point, you'll be able to bring them back at half the cost of your opponent's hero. Think about those balance issues when performing this strategy. Once you figure out what it takes to control your opponent's Army, you'll figure out the best tactics to use. this strategy is bad vs mass siege unit such as mass raider:cry:.mortar has minimum range any melee unit can kill it easily n mortar attack can hurt yourself:concern:, steam tank cant vs land unit, flying machine heavy armor and low health is weak vs magic attack unit.Flame strike need alot of mana level 1 bloodmage can only use 2 flamestrike n flame strike maximun kill 5 unit only.blood mage low health can easily death if surround by opponent unit at the early time. this strategy is only useful in team games as support unit. :)
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