Thursday, July 24, 2008

Defending your Territories - Based on Ironforge Nation

So I wanted to profile a couple armies each week to analyse what people are doing vs raiding.

This was started BEFORE the massive raiding nerfs in the free-build patch. Nerfs that we assume eventually will be fixed in a future patch but for now take raiding out of the game.


These nerfs I have referred to before: http://sagathoughts.blogspot.com/2008/07/raiding-and-several-pvp-features-are.html



  • To start off, I sent spys to look at the main army and territory of the opponent. I picked Ironforge because since the raiding nerfs he's been rather chatty all of a sudden.

  • Lets see why raiding shut him up for so long:




First of all, it looks as though he is in love with his Iron Tanks. This unit is a good PvE unit, but with it's horribly slow movement in PvP, it is pretty avoidable.




On his territories he does a little better. He stacks two troops of Bombardiers with one troop or heavy Cav.

Now ranged defenders are very buggy in raiding defense, they often don't agro on the attacking armies. But if they do agro, bombardiers woudl at least have a long agro range.

Ballistas are also talked about as good territory defense. This is incorrect except on a territory that is flat, with few rivers.

How would I change his defenses?

First,

If I were doing machine for territory defense I would use units that had awesome passives. (Specials don't fire well for the AI)


  • Get together a ton of speed gear and stick it on every unit. Speed is better then anything for defense. See above this light Cav has a 23 base speed. It will run in fast enough to prevent a cap, if the attacker is spread out trying to cap multiple buildings at once with single units on each.

  • Make sure you have enough units in the territory. They don't die, so the more that swamp your opponent the better. I like about 600 CP in each territory.

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