Scallywags Strategy
06-08-2013, 11:05 AM
(This post was last modified: 06-08-2013 11:21 AM by [PETA] Cor13:4.)
Post: #23
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RE: Scallywags Strategy
First, I'd like to thank His_Daddy for a thrilling match (and patience). His_Daddy and I did finally finish the Sweetie Plains game! Thanks for a fun match, His_Daddy.
It's not the epitome of Scallywag plays, but there's some stuff to learn from this: outwitters://viewgame?id=ag5vdXR3aXR0ZXJzZ2FtZXIRCxIIR2FtZVJvb20YjvjUAww Turn 5: I forgot how to play against Scallywags (it's been awhile). His first BS was very nicely placed and completely stops my attack. Turn 10: This is another nice spot for a BS. It can hit a lot of the map, but only has one-hex to attack it if you place a soldier next to it. Any attackers will also be in range of the predeployed sniper. Turn 14: This BS is a little bit riskier, but don't be afraid to put one out in a slightly vulnerable spot if it would take your opponent too many units to kill. This BS was placed along with the heavy to prevent his BS from being placed where I placed mine on Turn 10. The one-hex adjacent means you need something that does 4 damage in one-hex, which would be the BS splash + heavy if he puts a bombshell there. Turn 23: Good creeping of his BS, but unfortunately, my units are in a good position to take it out and it will be too hard to keep that BS where it is. Turn 35: His_Daddy probably got sick of it and decided to try a push. My counter-attack gets his base to 2 ultimately. Turn 38: I unshell and shell my BS by accident...don't feel bad if you do this, it happens... Turn 40: A weakness of BS is that it blocks units and can't attack and move. It wouldn't make a difference here, but putting the runner in front was an attempt to block the BS from hitting my soldier. But...his predeployed sniper was still there, so it didn't help much. In any case, even he hadn't been able to splash my soldier, this wouldn't have made much of a difference, but in theory, blocking a BS with a throwaway unit when it only has one-hex to shoot out from can be a good move. Turn 41->onward: He decides with a base at 2 to go full defense. I take the opportunity to also strengthen my defenses and build some more BSes which control more of the map (Turn 52, 58, 62). Turn 52 is a nice place for a BS, since only a sniper + runner can take it out and your runner from spawn + splash will take out any boosted snipers before they are in range. Turn 64, 66: Two turns to set up an attack which will take out his two bombshells. If I take them out, my BSes will have moved up to a position that threatens even more of the map, to where every hex but the spawn is splashed. I know I'll need to move up both my BSes to splash his and enough soldiers. To hide this, I created my boosted soldiers but move them to hexes within my boundary. Turn 68: I don't do anything to save up for wits. Don't be afraid to do this. But! If you are going to do this, be sneaky. Doing anything will make the sneaky man show up, so still click on things to make him think you are doing stuff. For example, clicking on a unit and a hex but cancelling the move makes the sneaky man appear. Clicking on spawn points, but not selecting a unit, makes the sneaky man appear. Turn 69: He wisely knows something is going to happen so he saves up wits and moves units to prepare. Turn 70: Showtime! This is the moment of truth, will my push be successful? Oh noes! What is that behind the first wall of BSes...more BSes!!! Turn 86: I finally make a runner and his BSes won't kill it so I take his base to 1. Turn 86->I'm stupid and make a whole lot of mistakes, like not scanning with my BSes and noticing he has a 2hp sniper that threatens both of my BSes (and then not remembering that I put my BSes there so that they could take out the 2hp sniper, so I moved my BS in fear instead...) (although I'm still not sure why he didn't take out my defensive BS with his sniper + runner on turn 113). At the same time, I didn't do very well in trying to set up to take out that last hp on the base. I got distracted and doing turns mindlessly. Turn 130: I finally get my act together and make a move which will result in either me winning, me taking out his left defensive BS, or him losing a defensive soldier and having to use up his middle spawn to spawn a runner, allowing me to build up and possibly win in later rounds. I'm betting on the best case, which would be like I did, he might forget to scan with his left BS and see that I had moved two units there. Turn 132: Turns out he didn't take out my runner or sniper, allowing me to finally take the last HP off his base. "Love is patient, love is kind....It does not dishonor others, is not self-seeking, is not easily angered, it keeps no record of wrongs. Love does not delight in evil but rejoices with the truth. It always protects, always trusts, always hopes, always perseveres." 1st Corinthians 13:4 |
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