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unit classifications

Started by: nullhead | Replies: 9 | Views: 807

nullhead
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Jul 25, 2013 3:19 AM #1045405
I'm glad to be back, but that's definitely not what this is about, I think combos and micro is not as good as when to break out certain units and why. Micro and combos are useful but they are just tactics not strategy, which is what you really need. now, I will be making and editing a list of why and when to get certain units. Now, all strategies need to be different, but here are some basic parameters for strategy:

If the area is larger, there is more of a need for speed. if the area is smaller, there is less of a need for speed.
If you have a weaker military you retreat, otherwise, you can advance, strategically retreat, or stay where you are.
And, if you don't need expensive units, don't get them, otherwise you do get them.


now then, I will now make a list of units and when to get them

Miners- Always needed, but more of a requirement in the offensive

Swordwraith- A good starter unit, very cheap to use, best used in the offensive

Archidon- Another starter unit, used ranged, best used in defensive battle

Meric- A more expensive unit for healing, best used when in battle or in offensive

Magikill- A slow, expensive unit with a punch, best used with all upgrades and offensive

Spearton- A good tank and front line, best used in defensive, but also useful when fighting giants

Shadowrath- A fast unit that can be cloaked, very useful in hit-and-run tactics, best used when in an all-around stance

Albowtross- A mostly untargetable ranged unit, best used in offensive, due to it's untargetability, but still useful in defense. use another mass to back your albows up

Giant- A slow tank full of health, best used in defensive, Do not mass!
FailingAtFailing
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Jul 25, 2013 2:42 PM #1045907
I think longer maps should also have their length taken advantage of. Using your speedy ranged units (archidons for Order and Wingidons for Chaos) to do hit and runs and kite on long maps can be effective due to the large amount of space to do so.

Longer maps would also increase the benefit of poison mid-game. Units would have to garrison or die, and with the longer distance, garrisoning seems less viable.

Also, I must point out that albowtrosses are not good alone on offense. Albows need giants to tank for them, otherwise they're glass cannons.
Wyrmspawn
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Jul 25, 2013 3:47 PM #1046022
Allbows can take down a careless opponent easily; if you can get an allbow out while he has no castle archer and only speartons, you can wreak havoc on his economy.

That said, on long maps I just turtle and turtle and turtle until I have the right army. Usually consists of really slow units like allbows and giants and mages, but it always beats the enemy's speedy units.
nullhead
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Jul 25, 2013 8:47 PM #1046335
Quote from FailingAtFailing
I think longer maps should also have their length taken advantage of. Using your speedy ranged units (archidons for Order and Wingidons for Chaos) to do hit and runs and kite on long maps can be effective due to the large amount of space to do so.

Longer maps would also increase the benefit of poison mid-game. Units would have to garrison or die, and with the longer distance, garrisoning seems less viable.

Also, I must point out that albowtrosses are not good alone on offense. Albows need giants to tank for them, otherwise they're glass cannons.


first of all, merics do heal poison, and second, I said that albows are BEST on offense, and you can use things other than giants to tank them, what if they brought out spears & archers?

Quote from Wyrmspawn
Allbows can take down a careless opponent easily; if you can get an allbow out while he has no castle archer and only speartons, you can wreak havoc on his economy.

That said, on long maps I just turtle and turtle and turtle until I have the right army. Usually consists of really slow units like allbows and giants and mages, but it always beats the enemy's speedy units.


I believe that works in a turtle, but if you're in offense, or taking a middle field position, it is best to have fast units, trust me, I have a replay of something like that: www.stickempires.com/play?replay=replay1978032&version=1.68
FailingAtFailing
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Jul 25, 2013 9:00 PM #1046346
Quote from nullhead
first of all, merics do heal poison, and second, I said that albows are BEST on offense, and you can use things other than giants to tank them, what if they brought out spears & archers?
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I know merics heal poison, but early game and sometimes mid-game, garrisoning can be a little better. Also, on the offense, the other person has defense, in which case a glass cannon isn't going to be useful. And people always have defense of SOME kind.
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Jul 25, 2013 10:48 PM #1046404
Psst... Btw whilst your building those albows my spears' tanking ability makes it so whilst my castle arch swats your albow down 2 spears will have done more damage to your economy
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Jul 26, 2013 12:52 AM #1046505
Quote from pumuecils
Psst... Btw whilst your building those albows my spears' tanking ability makes it so whilst my castle arch swats your albow down 2 spears will have done more damage to your economy


Yea, albows can be rushed past fairly easily.
nullhead
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Jul 26, 2013 11:35 PM #1047888
I'm not saying that they are only supposed to be used in the place just best used in that state
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Jul 27, 2013 12:59 AM #1048001
Quote from nullhead
I'm not saying that they are only supposed to be used in the place just best used in that state


Albows alone are only good on offense if they have units backing them up. Otherwise they are kinda bad.
nullhead
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Jul 27, 2013 1:56 AM #1048093
yeah, I kinda figured that, but you can do pretty much any mass to use as a tank
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