Need advice? - Post your replay!
10-08-2012, 03:29 AM
Post: #151
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RE: Need advice? - Post your replay!
2v2 madness
My second placement match in 2v2 Random; I lost quite badly after surviving quite a while on 1HP, that last-minute kamikaze was the fail of the day on my part, though. I love to hear some advise on how to prevent these situations. |
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10-08-2012, 02:26 PM
Post: #152
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RE: Need advice? - Post your replay!
outwitters://viewgame?id=ag5vdXR3aXR0ZXJzZ2FtZXIRCxIIR2FtZVJvb20Ymf3CAQw
I lost this game on foundry Criticism welcomed[/quote] |
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10-08-2012, 04:15 PM
(This post was last modified: 10-08-2012 04:24 PM by Coolwhip18.)
Post: #153
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RE: Need advice? - Post your replay!
(10-08-2012 02:27 AM)Magnum Wrote: outwitters://viewgame?id=ag5vdXR3aXR0ZXJzZ2FtZXIRCxIIR2FtZVJvb20YrqC7AQw There is a few things I've noticed, at least for this map you want to force them to heal sniper turn one, if they don't you need to have a runner ready to kill it. You never want to back your sniper up like that to make room for another unit. The sniper plays a big role in most games so keep him in the action, just make sure he's protected. When you were trading all the runners up top, boost them so they need 2 runners to kill it, if they send a soldier close to you top wit point, make a new sniper to take it out, generally it will put you on top of the wit trade. (10-08-2012 02:26 PM)laYahooz Wrote: outwitters://viewgame?id=ag5vdXR3aXR0ZXJzZ2FtZXIRCxIIR2FtZVJvb20Ymf3CAQw[/quote] Broken link |
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10-08-2012, 05:23 PM
Post: #154
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RE: Need advice? - Post your replay!
(10-08-2012 03:29 AM)Gfich Wrote: 2v2 madnessProbably the most important aspect of 2v2 is knowing which opponent is next and moving accordingly. Early on when pink rushed, you ignored his soldier even though he was 2 spaces away from your shark and his turn was next. By moving your shark down and killing him, you not only prevent him from hitting your base, you force them to defend. I assume you held back so as not to put your shark in harms way, but red was next and no threat and your partner could have protected from yellow. It is tough when opponents rush early. When they do, I find it best to defend in a way that leaves your players in a position to pressure your opponents base, causing them to slow down the attack or leave themselves vulnerable. Moving your shark to that position creates both. There was another turn where your partner spawned a sniper to kill a soldier that was approaching your base. This was a case of knowing turn order. He could've spawned a soldier to set up more defense and let you kill the soldier with your heavy, as it wasn't that opponents turn next. As a result, his sniper was exposed and killed by a runner on the next turn. Another thing I noticed was heavy runner spamming. In 2v2, runners can be useful but you rarely need more than 1 or 2 on the board. Runner spamming will never win a game like it can in 1v1. Sorry, I'm a little all over the place. Hope that's helpful. |
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10-09-2012, 07:16 AM
(This post was last modified: 10-09-2012 07:16 AM by laYahooz.)
Post: #155
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RE: Need advice? - Post your replay!
outwitters://viewgame?id=ag5vdXR3aXR0ZXJzZ2FtZXIRCxIIR2FtZVJvb20Ymf3CAQw
Me losing at foundry. This link would work |
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10-09-2012, 10:48 AM
Post: #156
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RE: Need advice? - Post your replay!
(10-09-2012 07:16 AM)laYahooz Wrote: outwitters://viewgame?id=ag5vdXR3aXR0ZXJzZ2FtZXIRCxIIR2FtZVJvb20Ymf3CAQw i think you need to plan your attack more. |
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10-09-2012, 11:58 PM
Post: #157
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RE: Need advice? - Post your replay!
100+ turn game
So I'm not a big fan of playing turtling games, so I tried to stay aggressive to prevent turtling, but it didn't work out very well as he was able to get a few bombshells down. Also, I know I need to do a better job planning for bomb shell splash damage as that screwed me up a few times. Any advice would be helpful, though it seemed he would be able to get out a bombshell easily since he went first. |
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10-10-2012, 07:01 AM
(This post was last modified: 10-18-2012 04:09 AM by aaronINdayton.)
Post: #158
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RE: Need advice? - Post your replay!
(10-09-2012 11:58 PM)lawtai Wrote: 100+ turn game Turn 6 you jump into his bombshell and give away a ton of wits and positioning. Turn 8 you jump into the bombshell again, making a terrible trade of wits again. These two turns I think did it for you, the following turns seemed reasonable given the situation for awhile. I didn't watch much more. What you could have done once you saw the bombshell was spam boosted runners and attacked his wit space once you had 4 or 5 or so. Since he made the bombshell then moved his soldier over to take out your runner, you could presume he was very light on that side and that you'd be ahead in an arms race positioned away from the bombshell. ---------------------------------------------------------------------------------- Edit - you could have made boosted soldiers, not runners, to threaten the shell-free side, lol, sorry about that |
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10-18-2012, 03:01 AM
Post: #159
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RE: Need advice? - Post your replay!
2v2 split
In this game, we (Last Angel and me) tried to pressurize both bases, and it worked out quite well, although it got kinda awkward around turn 30 (i had to step on my teammate's spawn to prevent my base from dying horribly). Any advise, guys? |
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10-18-2012, 04:27 AM
Post: #160
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RE: Need advice? - Post your replay!
(10-18-2012 03:01 AM)Gfich Wrote: 2v2 split Hmmmm looks pretty chaotic from both sides. Too many runners were moved next to enemy units letting them die to only 1 wit. Lots of runners were spawned and boosted when you(or your partner) could have assumed they'd be hit by a solider anyway so the boost was a wasted wit. You guys attacked both bases separately instead of one base together. You didn't seem to defend your side at all, instead attacking with and losing most of your units on that side of the map, leaving your base open pretty much the whole game. Your medic was spawned pretty late, after you did a bunch of attacking, might have been more effective to spawn earlier. I'd work on setting up before attacking and spawning less runners in general. Your team might want to experiment with spawning and boosting soldiers, they're pretty useful. |
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