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Your chaos questions here.

Started by: WyzDM | Replies: 79 | Views: 7,190

DragonFrost
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Jan 24, 2013 3:58 PM #860883
^legit question.
Anyways, air units can block arrows using melee units. Set a (spearton or whatever you want) at the top of the map, and behind it, is an albow. Put the albow at the bottom of the screen. THis works because the game is 2d
uberman

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Jan 24, 2013 5:00 PM #860916
Quote from WyzDM
Ground archers have low health, and only takes 3 bombers to get rid of em. While making bombers, you can also make a wingdom for the air. After the bombers are made, you can make a jugger and perhaps another wingdom. When you attack, put the jugger in front, your bombers behind it (under your control) and the wingdom/any other forces you have behind that. With the bombers, target the archers, and the jugger will meat shield so the bombers can get there. That will also help damage his swordwrath units depending on how many bombers you made. If your jugger is still overwhelmed, retreat; but with your wingoms you can pick them off and pressure the spearton. Now you have a bit more control.


Thanks.
It sounds so easy when you say it :)
Guess thats why your number uno :)

Quote from DragonFrost
^legit question.
Anyways, air units can block arrows using melee units. Set a (spearton or whatever you want) at the top of the map, and behind it, is an albow. Put the albow at the bottom of the screen. THis works because the game is 2d


Hey were talking about you, not to you - this is a secret meeting of the dark forces!


Seriously, a juggerknight at the top of the screen blocks a wingdon at the bottom - as long as the wing is behind the jugger just judging from how far forward/backwards they are?
Makes me wonder; How did I win a single game not knowing that?

Gotta play test that
:)

EDIT to add; I tested it, and it doesnt seem to work like that. A juggerknight can prevent a wing getting hit by an archer, but only if he is quite close to it in terms of being in line.
WyzDM
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Jan 24, 2013 9:17 PM #861135
Quote from uberman
I tested it, and it doesnt seem to work like that. A juggerknight can prevent a wing getting hit by an archer, but only if he is quite close to it in terms of being in line.


That's the idea. And I only make it sound easy because I've had lots of practice doing it. Keep at it and you'll figure out how to make it work.
DragonFrost
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Jan 24, 2013 10:36 PM #861191
Wait, I meant the melee guy had to stand in the line of fire of the archidon to wingadons :/ sorry about that. Or you can just send him to attack the archidon, still works :P
WyzDM
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Jan 25, 2013 2:52 AM #861477
Quote from DragonFrost
Wait, I meant the melee guy had to stand in the line of fire of the archidon to wingadons :/ sorry about that. Or you can just send him to attack the archidon, still works :P


That does, but if he's able to create a mass with ground forces, it's a suicide mission.

More replays have been added.
uberman

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Jan 25, 2013 6:50 AM #861640
Quote from DragonFrost
Wait, I meant the melee guy had to stand in the line of fire of the archidon to wingadons :/ sorry about that. Or you can just send him to attack the archidon, still works :P


OK, I get your idea now.
Thanks.

@ WyzDM; I notice that in the countering an early rush on a short map - where he comes at you with swords and an archer - you focus on killing his swords first with both miners and cats. Only once all the swords are dead do you attack the archer.
It obviously works out well for you - whts the thinking behind that stat? Is it that swords do more DPS than the archer, and will kill the miners faster than the archer, so they are the main threat?

ETA
Shit I just noticed its WyzDM not WysDM - goodness knows how long I been miss-spelling that :)
Srry :/

ETA the replay called WyzDM vs ZenithxDaemonic is actually ZenithxDaemonic vs Galeforce.
You may want to change the title (its a good, well played game)
DragonFrost
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Jan 25, 2013 2:02 PM #861825
:/ I was pretty sure archidon did (lots) more damage than sword, but maybe since they have a longer reload time, their dips Is lower?
uberman

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Jan 25, 2013 3:42 PM #861922
Quote from DragonFrost
:/ I was pretty sure archidon did (lots) more damage than sword, but maybe since they have a longer reload time, their dips Is lower?


You may be right, I dont claim to know for sure that swords DPS is more than an archer, but I am trying to 'think like WyzDM'
:)
I am thinking a sword within striking range will kill a miner faster than an archer will, but as I dont play order much, I dunno.
WyzDM
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Jan 25, 2013 5:05 PM #861986
Quote from uberman
I notice that in the countering an early rush on a short map - where he comes at you with swords and an archer - you focus on killing his swords first with both miners and cats. Only once all the swords are dead do you attack the archer. It obviously works out well for you - what's the thinking behind that start? Is it that swords do more DPS than the archer, and will kill the miners faster than the archer, so they are the main threat?


If I don't have a lot of cats yet and it's a shorter map, I got for the sword because of 2 reasons. Mainly, he's in range of my miners, and I've founded that all my units on him can be enough damage to take him out, or force both units to retreat. If I attack the archer with cats, he may withdraw his swordwrath anyway, and in which case I'd be sending my first 3 cats to their deaths. Before, I thought it was more important to get them off of my miners, but I've realized because chaos as a little bit of an economic head-start, sacrificing a miner for one of their starting units instead of my army is a better trade. With 3-4 cats I'm able to take down a lone archidon with ease.

Quote from uberman
Shit I just noticed its WyzDM not WysDM - goodness knows how long I been miss-spelling that :)
Srry :/


Haha it's ok :P

Quote from uberman
The replay called WyzDM vs ZenithxDaemonic is actually ZenithxDaemonic vs Galeforce.
You may want to change the title (its a good, well played game)


Actually this was altogether a different replay, and I managed to recover the original one of me actually playing Daemonic. You're now able to view that one instead. Galeforce did not utilize many bombers here, but perhaps I'll still keep that replay available.

Quote from DragonFrost
:/ I was pretty sure archidon did (lots) more damage than sword, but maybe since they have a longer reload time, their dips Is lower?


Swordwrath both is faster at giving damage and delivers more to my knowledge.

Quote from uberman
You may be right, I don't claim to know for sure that swords DPS is more than an archer, but I am trying to 'think like WyzDM'
:)
I am thinking a sword within striking range will kill a miner faster than an archer will, but as I dont play order much, I dunno.


He's also in striking range of my miners, which helps me more. Those charts at the end of the game which show your arm/economy differences to your opponent? It counts miners as your army, and I make good use of em, especially since I'm able to start with more than an order player seeking to flush me going swordie/archer.
DragonFrost
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Jan 25, 2013 10:11 PM #862388
I think swords only do more damage to armored units, as i remember that it takes 4-5 hits from an archidon to kill a unupgraded miner, while it takes like 7 for a sword to kill the unupgraded miner.
ShadowyWhisper
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Jan 25, 2013 10:12 PM #862389
I've seen a lot of your replays. So basically you want:

A high health ground unit in front to block range attacks

Flying units behind it to cause real damage

WzyDM plays like that. It works quite well when you see it in motion. Check it out!
ShadowyWhisper
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Jan 25, 2013 10:14 PM #862390
Quote from WyzDM
If he has a full army of giants as you say, you may be out of luck with that kind of an army, especially if he's closing in on your base. If you must engage, you would want to poison spray as mesdusa above all else. If you have money, juggers/castle deads and resilience in your best efforts to anti. Position your medusa and marrowkai behind the statue, and alternate between the two for fearing a giant, hell's fists, and using the stone ability. While it won't work on a giant, it does massive damage. Put your juggers in the front to prevent them from hitting the statue. If it is really a full army, you're pretty much toast at this point, but don't say I didn't try.

Thanks, I've now updated that.



I go in behind the ghost, so the castle archer initially targets the jugger. As long as I'm far enough away from the ghost, my cats will not take any splash damage from the arrow. You can however target the cats with a castle archer using the spacebar, but that would also leave my jugger to keep running, and my cats would manage to get out OK.



I realized this, thanks. I'll have to provide some more replays when I can.


Uh. I was asking if my OPPONENT had that. What army should I build, as Chaos and Order?
WyzDM
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Jan 25, 2013 11:04 PM #862434
Quote from ShadowyWhisper
Uh. I was asking if my OPPONENT had that. What army should I build, as Chaos and Order?


This is the Chaos strategy section, so I shall answer accordingly. However, your question is a bit problematic. Allow me to explain:

You state your opponent has a certain kind of army, and that which has great power. To counter that, I would of course build an equally powerful or greater army. But here lies the root of the issue. In the time making an army to match his, he will only make his stronger. So indefinitely at this point, the other player has the game. The solution isn't combating this force, but preventing it.

Your opponent can't make all of these units at once, so you must start with each as itself.

If he has a medusa, you need a multiple of cheap units and tanks. He'll turn one to stone, but that will not be enough to prevent its fate. If it's a marrowki, you can do a number of things. First, wingdoms are good units because they are not affected by hell's fists, and he can only target them closer to himself. Another idea is just 1-2 juggers, as even if he targets them and uses hell's fist, they have better defenses, as they are front line units, unlike the marrowki. If you notice hes's starting to make juggers, you want to push him back as soon as he can. Too many of those and he'll over-run you. You can do this by taking the air with wingdoms and matching with you're own jugger force and harass his economy, while building more units. And lastly, against a giant, you need 2 things. You need a tank, something to take the damage. The giant will hit something, and if it's an order giant, only sooner. By this point, you should have an equal economy to your opponent, but that does not mean you need a giant as well. Using a marrowki, you can keep it busy by fearing it into your tanks, and also saving a few seconds of collecting damage. You can use ranged units like deads/wingdoms behind the juggers. A medusa can't stone the giant, but the ability does massive damage, and should be used if you have one.

Hope this helps.
GokuXx
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Feb 11, 2013 10:44 PM #880875
How will you start a game with Chaos empire?
DragonFrost
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Feb 11, 2013 10:57 PM #880880
Me: 2 miners 2 crawlers. I've also seen early jugger/eclipsors, and 1 miner 3 crawlers.
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