Turtling Discussion
08-29-2014, 10:47 AM
(This post was last modified: 08-29-2014 11:49 AM by Rayquashazam.)
Post: #42
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RE: Turtling Discussion
One of my favorite strategies is to rush strong units towards the exposed regions of my base and other vulnerable spots especially as P2 since they have the perfect positional advantage to prep a rush. This often involves an early sniper spawn, which soldiers can jump over to block the weak spots. This is super effective in the War Garden, as the below link proves.
![]() outwitters://viewgame?id=ahRzfm91dHdpdHRlcnNnYW1lLWhyZHIVCxIIR2FtZVJvb20YgICAnpTV8QkM Another idea I like to try to utilize is to make a full line of soldiers to block the opponent's view- starting with spawn and stretching to the weakpoints. Then I build up an army behind it, making constant scouting / rushing bouts with a few soldiers and scouts. This is to be fair, and to see more than 3 hexes away. It's also a good way to make 2 armies and strike two spots at the same time- a tricky situation, as it can cripple the opponent's wit funding, if not unit spawn rate. It can look turtlish because of the soldier screen, but I don't prefer turtling because I get paranoid about the enemy being behind the shadows. ![]() |
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