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Basics
Keeping some units in the ice on the middle is very important.
Dark Age
Feudal Age
Castle Age
Imperial Age
Imperial Gameplay
When you make it to the imperial age this is where the real battle begins. You will need to build bombard towers to defend yourself from attack as well as allow you to push forward against the enemy. If you are ahead of your nearest enemy you can build your towers closer to his base so you can get more kills. If he has already built towers you must build them further away so that he won't get easy razes while you are weak. It only takes ten razes to get a harald hardraade so try to get razes if you can. Paladins are the best option for most civs. You should also try to kill enemy villagers so he is slowed down in building out. In the final section there is a list of rewards for kills and razes that will help you learn this part of the game.
Kill and Raze List
Both kills and razes will give you rewards.
You will get resources, villagers and extra tower hp for both.
You will get the final tier heroes for both.
The berry area is a big part of the strategy in team game gwarz and won't be removed lol.
Prefer the older original version with siege at least and also have tower ap.
I would personally never make archer or scouts in feudal, especially the fact that scouts for some reason are in "no attack stance" nor an archer because it wastes ur resources... I would rather upgrade to M@A and search infantry techs.. From feudal age, u should start upgrading ur cavalry from blacksmith and also archer range.
Prefer the older original version with siege at least and also have tower ap.
I would personally never make archer or scouts in feudal, especially the fact that scouts for some reason are in "no attack stance" nor an archer because it wastes ur resources... I would rather upgrade to M@A and search infantry techs.. From feudal age, u should start upgrading ur cavalry from blacksmith and also archer range.
The mills aren't free razings. Every player should have the capacity to build a watch tower by the time the bush is down. If every player builds a tower and targets them it will take until imp stage for the razings to come into play. In a 4v4 you can get 8 razes from winning the tower battle which could swing a losing game back in your favour.
Scouts are no attack starting in dark age only. Yes you can go man at arms but they will be shredded by archers. You could go skirmishers or spears if you wanted and it might work out. If I had a lot of spare resources I'd make all of them and use each counter.
Experts all tend to go Scout (bloodlines first) and archers, in team games one will play meat shield for the other.
M@A upgrade should happen regardless because you don't want 40 militia out on the battlefield when your opponent has feudal age units. But beyond that, it's generally good to switch to scouts/archers asap, with archers being preferred. Full archers is generally better, but you want a scout ready in case they try to counter with skirms. Resources shouldn't be a problem in terms of making units. If you've kept a unit in middle all game you can easily afford whatever unit you want.
I would not recommend upgrading cavalry in feudal age (from Blacksmith) because archers, and then xbows, are going to be your main source of damage going into castle age. Similar to the M@A upgrade, you want your archers on the battlefield to be upgraded to xbows asap when you hit feudal. Bloodlines is fine to get if you have food to spare, but generally going straight for teutonic knights in castle age (assuming everyone chose the same, standard civ) will outperform knights. As such, it's generally better to only get infantry/archer upgrades early game. Personally, I will usually get infantry armor first thing when hitting feudal (to tank archers better) and then fletching to get extra range and damage. Some players go full archer upgrades first. But you want to swap off men at arms as soon as you get a new unit out. I might occasionally get forging first if I expect to be using scouts quickly or to press the advantage with men at arms (you can overwhelm militia with extra dmg) - in the instance I hit feudal a lot faster.
Elite Teuts also beat cavalry in one on ones, but I'll generally transition into full melee dmg upgrades over max infantry armor so I can get ready to get paladins out. Only real reason why knights/cavs might be preferred sometimes is because they're a lot faster and can snipe vils and harass archer backline.