Strategy/Purpose:
Its a modified turtle form, strong and extended wall to maximize field control while maintaining collapsibility. It only requires a mud drop, and can still work quite effectively dropless, placing witch in front of cleric. It is set up to be aggressive with majority of units in a forward position. The placement of units block just about every LoS shot out there except the shot 2 spaces in front of scout. The offcenter lw is great for facing bombs and rushes, and the LOS blocking of cleric does its job well.
Opposite Side Games:
The games may pose more of a challenge with a huge open flank. Of course the cleric has more than enough room to escape and the chanty following that doing so may discourage your opponent to continue flanking as your knights can easily cover up the flank moving 3 back creating a solid wall with barrier. scout's position allows for quick setup of assassin bomb. Positioning of scout allows one to reach enemy cleric in 2 moves. Position of assassin lets her reach cornered cleric in 3-4 moves.
Same Side Games:
I think this is where the form thrives. scout is able to snipe at weaker units contained within opponent's turt, mud can destroy the core of opponent's form, los to barrier is well blocked and any scout defocusing the ward will be having 2 angry knights ready to hack him down to size. barrier also covers all but the scout and assassin when they move max Off-center lw discourages flanking and out side knights are able to put tremendous amount of pressure on opponent's flank allowing an 'attack-on-2-flanks' strategy.
Weaknesses: I don't see too many weaknesses in the form. The flank may seem open, but should be easy to cover with the outside knights. Also the scout and assassin side may be somewhat weak in terms of blocking and HP aswell, but should also be able to be taken care of with some intelligent use of healing barrier usage and collapsing of the form.
Form Adjustments: There are many many form adjustments that I've pondered on and if you care to add any, feel free. The 3 main units i consider moving around are mud, barrier and chanty. The way I set them up is how i felt would be the most ideal vs. all setups. SO now I'll give some adjustments, reasons and weaknesses.
-Switch mud and barrier: A little better for same side and protection of scout and assassin. Less range vs. opp side but harder to hit oppside as well.
-move assassin back: assassin may be exposed, so move her back a space or two to keep her a bit safer. Doing so results in a loss of range in flanking opponent opposite side.
-Move chanty up/up and left or right: The chanty placement is prob the most difficult for me to decide on, but I think the placement I chose was the best. Moving it to back row would keep it safer from scout and farther from reach of flanking units. It also gives the chanty a little more room to work with not having to worry about freezing too many of your own units. The main weakness of moving it back is that a double knight side shot by scout would get cleric w/ no problem.
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