Is turtling actually viable?
Started by: TheMasterFez | Replies: 27 | Views: 6,420
Jul 19, 2015 4:47 PM #1384596
I've seen people stall whilst collecting overwhelming amounts of deads.
Jul 21, 2015 7:55 AM #1385189
Quote from mysterybatI never heard of people turtle with chaos
Chaos is supposed to be the most aggressive empire, you have to keep on attacking forward, not to stay behind
Bomber = AoE , super fast and cheap disposable unit
Jug = Forward Stun
Cat = chase and forward kite
Deads = slow and strong units for pressure (difficult to retreat)
All these show that when you play as chaos, you have to always go forward. Medusa venom flux = a line of poison wall to lock opponent
I mean theoretically you can turtle with any empire. But also myst, OvC is a matchup massively about momentum. That's why turtling in such a mu usually results in a loss.
Jul 21, 2015 11:07 AM #1385224
Quote from DragonArcherZI mean theoretically you can turtle with any empire. But also myst, OvC is a matchup massively about momentum. That's why turtling in such a mu usually results in a loss.
But theoretically, if a chaos player turtle successfully, that means the order player definitely pressures in a wrong way.
Jul 21, 2015 11:14 AM #1385227
Quote from mysterybatBut theoretically, if a chaos player turtle successfully, that means the order player definitely pressures in a wrong way.
Order can't turtle very well if their losing too hard on momentum either.
Jul 22, 2015 4:39 AM #1385471
Chaos turtle = 4+ bombers behind a jugger to keep archers away.
Jul 22, 2015 5:03 PM #1385789
Quote from TheLegendofKaitoChaos turtle = 4+ bombers behind a jugger to keep archers away.
Target the bombs?
Create distance between archers and bombs so when the bombs do come you can snipe them at they are faster than juuger knights.
A very expensive solution would be a magikilll blast it
Jul 22, 2015 5:47 PM #1385804
Quote from lewislewisTarget the bombs?
Create distance between archers and bombs so when the bombs do come you can snipe them at they are faster than juuger knights.
A very expensive solution would be a magikilll blast it
Bruh. that is why you keep relocating your bombers behind the jugs.
Aug 4, 2015 10:04 PM #1391591
Hi. This is my answer to the original question of the thread:
Before I explain why turtling is good, I'm going to share what I consider the best turtle.
How to turtle
- 1 miner wall, get another if the enemy is about to break through
- 1 Spearton with block upgrade (don't get that usually useless block push thing)
- 3 Merics (deals with most Archer pressure)
- 5 or 6 Archers (deals with some Archer pressure, and because Archers are really good)
- Enough miners to fill up every single gold deposit on your side of the map. (Not counting mana miners.)
- If your opponent overcommits to Archers (when 3 Merics can no longer keep the Spearton alive), get a Magikill to defend with Poison Spray.
Reasons for why turtling is good
1. Turtling is known in the Stickempires community to be annoying to deal with and take alot of time, so some players may try to rush to defeat the enemy's turtle and then lose.
2. Turtling allows you to get a better late-game composition than your opponent.
3. Turtling is a way to revive a game that you'd lose otherwise.
1. No need to explain, you've probably seen players do this. I have. You can't beat a turtle by rushing it, unless you have a tremendous advantage.
2. Lets look at two army compositions, alright? (Assuming all units are fully upgraded)
-6 Speartons, 13 Archers, 3 Merics (7,500 gold; 900 mana; 53 population)
-4 Giants, 1 Magikill, 3 Merics, 4 Archers (8,600 gold; 1000 mana; 50 population)
Which army composition would win? They are about even in population, so shouldn't the Spearton/Archer composition win? No. The Giant/Magikill/Meric composition wins. This is because Giants and Magikill are higher tier units, meaning that they are more efficient for their population cost. Meanwhile, Speartons and Archers are lower tier units.
However, there is a drawback. It is much more difficult to get the Giant/Magikill composition than it is to get the Spearton/Archer composition, because Giants/Magikill are so expensive. If there is a good player playing with the Spearton/Archer composition, they will pressure the other player so that the other player has to either get a Spearton/Archer army as well, or take heavy damage to get a Giant/Magikill army.
That is where the beauty of turtling comes in. Turtling allows a player to survive their opponent's lower tier armies and build up a high tier army, then just rekt their foe. And you might say at this point, "Well, can't the opponent who isn't turtling just build the same army, and have tower ghost as well, and win the game?". And my answer to you is "yes". However, that makes the game last over 30 minutes, so most people don't do it.
3. I guess this is the most obvious reason to turtle. If you can survive by turtling, do so. If your opponent makes their entire army a lower tier composition (maxed population out as Spearton/Archer/Meric), then rushes your base with it, you can surprise them with a few Magikill.
If you have any questions please write them, I wrote this guide without revision and I may have skipped a few essential points.
Thank you for reading!
Before I explain why turtling is good, I'm going to share what I consider the best turtle.
How to turtle
- 1 miner wall, get another if the enemy is about to break through
- 1 Spearton with block upgrade (don't get that usually useless block push thing)
- 3 Merics (deals with most Archer pressure)
- 5 or 6 Archers (deals with some Archer pressure, and because Archers are really good)
- Enough miners to fill up every single gold deposit on your side of the map. (Not counting mana miners.)
- If your opponent overcommits to Archers (when 3 Merics can no longer keep the Spearton alive), get a Magikill to defend with Poison Spray.
Reasons for why turtling is good
1. Turtling is known in the Stickempires community to be annoying to deal with and take alot of time, so some players may try to rush to defeat the enemy's turtle and then lose.
2. Turtling allows you to get a better late-game composition than your opponent.
3. Turtling is a way to revive a game that you'd lose otherwise.
1. No need to explain, you've probably seen players do this. I have. You can't beat a turtle by rushing it, unless you have a tremendous advantage.
2. Lets look at two army compositions, alright? (Assuming all units are fully upgraded)
-6 Speartons, 13 Archers, 3 Merics (7,500 gold; 900 mana; 53 population)
-4 Giants, 1 Magikill, 3 Merics, 4 Archers (8,600 gold; 1000 mana; 50 population)
Which army composition would win? They are about even in population, so shouldn't the Spearton/Archer composition win? No. The Giant/Magikill/Meric composition wins. This is because Giants and Magikill are higher tier units, meaning that they are more efficient for their population cost. Meanwhile, Speartons and Archers are lower tier units.
However, there is a drawback. It is much more difficult to get the Giant/Magikill composition than it is to get the Spearton/Archer composition, because Giants/Magikill are so expensive. If there is a good player playing with the Spearton/Archer composition, they will pressure the other player so that the other player has to either get a Spearton/Archer army as well, or take heavy damage to get a Giant/Magikill army.
That is where the beauty of turtling comes in. Turtling allows a player to survive their opponent's lower tier armies and build up a high tier army, then just rekt their foe. And you might say at this point, "Well, can't the opponent who isn't turtling just build the same army, and have tower ghost as well, and win the game?". And my answer to you is "yes". However, that makes the game last over 30 minutes, so most people don't do it.
3. I guess this is the most obvious reason to turtle. If you can survive by turtling, do so. If your opponent makes their entire army a lower tier composition (maxed population out as Spearton/Archer/Meric), then rushes your base with it, you can surprise them with a few Magikill.
If you have any questions please write them, I wrote this guide without revision and I may have skipped a few essential points.
Thank you for reading!
Sep 18, 2015 11:21 PM #1404267
In my experience, turtle OP. Every game that I've not turtled, I've lost, and every game that I have turtled, I've won. Of course, I've only played a dozen and a half games, so I'm not exactly the most experienced turtler.
Sep 22, 2015 8:28 AM #1404854
Quote from dusara217In my experience, turtle OP. Every game that I've not turtled, I've lost, and every game that I have turtled, I've won. Of course, I've only played a dozen and a half games, so I'm not exactly the most experienced turtler.
Care to play? DragonArcherZ 350, although check me at teamzenith.com/irc [TZ]DAZ is the name and PM me there preferably, random messages while in-game messes hotkeys.
I can show you a little more on that.
But basically...turtling is usually a bad position to be in once you get high enough level where people learn to break and/or be patient. - no map control, loss of tower (2 miners income), less initiative, etc.
Sep 22, 2015 3:26 PM #1404900
Its a good position to be in if the opponent is being overly-offensive, therefore meaning you have a superior economy. Just get passives and your eco should be in a good position to bring out mages and ninjas. Obviously it's just a temporary thing to let your eco advantage take place, and thats the only time players should ever use it.
Sep 27, 2015 3:13 AM #1405751
Wait guys what about Ele turtles? :L
Sep 27, 2015 3:28 AM #1405758
Quote from SuperterryWait guys what about Ele turtles? :L
Since when was that possible?