Alot of players tend to open the same way in PvP, then adjust as the battle proceeds.
For example Christian's the "PACman" opens with phoenix's and clerics.
Illian tends to open with Treants/stone giants/eagles.
Slobboik opens with heavy cav/ravens/dark elf bowman.
Kheldara opens with chariots/giant bows.
The question is what is standard opening going to be for Undead Players? Figuring this out both lets you plan which troops are crutial to level first, and what other armies need to counter them from the jump.
I think the most successful opening will be Bone Wagons heading to cap opponents buildings and Wights in the sky.
Bone Wagons are counter for heavy cav. They are one of the few ranged units that can deal with heavy cav and trade damage for damage. If you are capping the opponents outer buildings and hopefully shrines, he HAS to bring the battle to you.
Wights will stop the early rush of Air, and force the opponent to go to the ground. If the opponent has Air and rushs your Bone Wagons, the advantage of the Wagons and Wights is they will be slowed and attacked by every unit. Bone Wagons have an advantage over Heavy Cav due to the fact they are still ranged and able to shoot at flyers.
Once the opponent goes to the ground, and fields something to deal with your Wights, like strong ground based ranged units, now you go to your Abominations. Garrison your Wights and bring out your pack of Abominations. I wouldn't suggest rushing their ranged, but instead capping more buildings. With the Abominations hps, passive defence, and speed, they will be able to rush and cap opposing buildings.
And anything, even Lancers that rush Abominations will not make short work of them. They are not squishy at all.
If they go to the sky to deal with your Abominations, then its time for the Wights again. Garrison your Bone Wagons, and bring up your 2nd set of Wights.
In terms of counters, Nature brings alot of long range shooters to the party. However if you concentrate on capping buildings with Abominations, only the elven longbows will be a threat. Treants will have a harder time hitting Abominations through their armor passive. Luckly Elven Longbowman are pretty squishy. One unit of Heavy Cav can make a Elven Longbowman retreat.
Machine brings Wooden Tanks and now the new Improved faster Mech Giant to the table. Machines are definitely a bane of Abominations capping, but luckly you can field 5 behemoths now to counter any heavy machine army, with 3 armored behemoths and 2 regular. 5 level 10 behemoths are frustrating to machine players.
Magic brings the overwhelming dps upgrades of the Dark Elf bowman and Ravens. Sadly the DE bows have little AR, so they will miss Abominations pretty frequently. I would say ignore them. Ravens are no match for Wights, so you counter the two best units of Magic from the beginning. Magic will have to dig in their bag of tricks to counter undead, which means you have the opening advantage.
Light has Heavy Lancers, and Knights, both excellent counters to Abominations. Undead has little to counter those strong mounted units, except for a mounted range units and Wights. If the opponent is good you will need to roll over to Arbiters to counter his lancers. I would include the Death Bringer snares for help with that battle. 2 Arbiters, 1 Death bringer, and 2 Wights will give you a chance at battlefield superiority, long enough to cap his buildings.
Orc has Snipers, which in a pack of 3 troops can shred Abominations. However Rock Smashed Scissors, and a troop of 3 units of charging Heavy Cav will shred Snipers.
Undead vs Undead is a good matchup. You need to counter wights with wights, and Abominations with Death Bringers. Death Bringers counter with Humongus's. Bone Chariots with Humongus's.
So looking at the above Theorycrafting, here are the units I think I would need:
- 6 troops of Bone Chariots
- 6 troops of Wights
- 6 troops of Abominations
- 6 troops of Heavy Cav
- 3 troops of Armored Behemoth
- 2 troops of Behemoths
- 3 troops of Arbiters
- 6 troops of Death Bringers
- 3 troops of Humongus's
This is around 1000 CP, but it has counters for most armies.
4 comments:
Behemoths are quite useless against a machine player that knows how to handle their army. They are easily kited and killed by wood tanks since the behemoths passive dr isn't all that impressive. Also, wood tank drivebys will prevent them from capping anything. Essentially 5 behemoths = 5 free kills. However, Im sure you will catch quite a few machine players who have no idea what to do against behemoths.
-Axe
Level 15 play is not equal to level 35 play. A level 10 behemoth with perfect items is a monster.
Items do not matter if the behemoth cannot catch the wood tanks, simple as that. Also, machine has a very capable counter in hunters if for whatever reason the behemoths are troublesome.
-Axe
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