Why do I see not see many albows?
Started by: Sevarus | Replies: 95 | Views: 8,366
Skeletonxf2Posts: 2,706
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View Profile Its more that archers can do everything that albows can do and more. Even then, if the archers start becoming useless due to lots of merics/mages etc, its much much cheaper and faster to transition yourself into merics/giants/mages and so on as well. Albows dont really serve much purpose for Order, which is why you never see them.
Diving my enemy base with Spear + Mage + Miners just for the hell of doing an all in doesn't serve much purpose either, but it can be viable and that's why I do it.
I think viability is the problem here, not a lack of purpose to use albows over archers.
DazzyPosts: 1,293
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View Profile Diving my enemy base with Spear + Mage + Miners just for the hell of doing an all in doesn't serve much purpose either, but it can be viable and that's why I do it.
I think viability is the problem here, not a lack of purpose to use albows over archers.
I wonder who you learnt it from.
But for the hell of an all-in? I do it on a semi-common basis after a late archer trade and/or an alternative to a turtle game. There's a timing when players are teching and going for a long game instead of expecting to lose straight up and 3~ mages once you are in their base will e-wall the place and lock 'em down.
AsePlayer2Posts: 2,240
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View Profile Personally I would expect in the late game in a turtle situation perhaps to trade off 2 archers at a time and build up the more tanky and damage outputting albows due to mage poisoning, as they can survive from that long enough for the merics to cure them all instead of losing all of your army from one misplay.
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View Profile I can see why your idea here doesn't work well Ase...
1. Money, if you are turtled, you rarely have that kind of spare change for such a trade.
2. Mobility - it is pretty easy to move a pack of archers and avoid attacks, unlike albows
3. Meric/archer pop cost - given the extra cost of albows and their pop size (4 instead of 2), you have room for an extra meric or two in case you mess up.
BTW I think I also learned a tactic from one of your replays that doesn't work well with albows, running your archer pack behind a giant or two to the opposite side. Can't do that with albows, it was sweet whoever did it in replay, and a super useful tactic if done right/timed right, especially on chaos giants.
AsePlayer2Posts: 2,240
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View Profile I can see why your idea here doesn't work well Ase...
1. Money, if you are turtled, you rarely have that kind of spare change for such a trade.
2. Mobility - it is pretty easy to move a pack of archers and avoid attacks, unlike albows
3. Meric/archer pop cost - given the extra cost of albows and their pop size (4 instead of 2), you have room for an extra meric or two in case you mess up.
BTW I think I also learned a tactic from one of your replays that doesn't work well with albows, running your archer pack behind a giant or two to the opposite side. Can't do that with albows, it was sweet whoever did it in replay, and a super useful tactic if done right/timed right, especially on chaos giants.
I meant to say if you are already capped out 80/80 you can do this trade because you will have the extra resources for it.
Albows can run giants down slower than archers, that is correct, but they do more damage and are overall better in that situation. Blazing bolt shots do wonders against retreating giants, whereas archers aren't that good. This is all personal preference of course, but that is my look on it.
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View Profile Got it, thanks for sharing Ase!