SHARE YOUR REPLAYS :D
07-13-2012, 09:58 PM
Post: #113
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RE: SHARE YOUR REPLAYS :D
(07-13-2012 04:17 PM)pookywb Wrote: Syvan, I'm really intrigued by your use of runners: Keep em waiting around the map until you can take out a unit (like that medic). pooky, Thanks for the comments I love keeping a runner just outside of the enemy vision. It is so important to have a vision advantage as it allows you to maximize your wit efficiency. Turn 24. That was a gamble. I expected him to spawn something heavier and I wanted to keep the pressure on. In retrospect, I should have known that in a similar situation, I would have spawned a runner for vision. As you saw, that mistake nearly cost me the game. Turn 28. That was actually even more costly to him. He had a small window to really drive an offensive and I wanted to make sure that he could not bring 2 soldiers along. (07-13-2012 04:47 PM)Alvendor Wrote: What was your reasoning for not killing the soldier on turn 30? This is a question I was hoping someone would ask. This is more about the way I win games on small maps. I could have ended the attack on turn 30 for 6 wit and would have generated a second 3 health soldier, but since I had the only medic, I knew I could demolish a runner race. I instead chose to finish the attack for 3 wit, at a cost of 2 extra damage to my base. I moved the runner up to defend my captured wit space. It makes the end-game a bit more harrowing, but I felt pretty confident I could defend it. If you do this, be aware that you will need full map awareness the rest of the game. To be honest, I rarely even attack the bases on small maps. I win maybe somewhere between a third and half of my small map matches by spawn blocking. When I do attack a base, it almost always in a check-mate situation. Here is another example of using spawn harass to control enemy movement. (I don't like posting FTA games, sorry Camilla) (07-13-2012 04:37 PM)Alvendor Wrote: With that opening, how do you handle if opponent moves out a runner so he can kill your sniper in turn 3? There are two ways he can move on your sniper. The full-court press way is to just move that initial runner into position. You will know that this rush is on when he doesn't take the upper spawn. When I think my sniper is in danger, instead of spawning and boosting that runner, drop your sniper back 1 space and boost it. If he spawned a second runner to attack your sniper, you will lose it, but you know a few more things. (1) he has devoted resources to the top for now, so the bottom is safe. (2) He is probably going to try a sniper rush. Your runner will spot it, but try to attack the enemy runner where it can't get sniped. I would then replace the sniper with a boosted soldier on the same tile (if it is safe - 5 tiles from the enemy sniper). The soldier's job will be to kill the rushing sniper on the next turn. |
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