Captain Obvious rushes to the rescue! Shuffle off this Mortal Coil - Flag Rally There are lots of ways to play this map, but before I get into them all, I'll try to point out some of the generic info. Melee is rather powerful here. Lock shots can be blocked or electrocuted, and fetch blasts do not damage mauls and krids as much as other units. You're also able to trade for quite a bit of faster-than-arty melee if you want to, much more than most maps. This is not to say that an arty-heavy strategy won't work, but you'll have to be wary of rushes and make doubly sure that nothing makes it into your backfield. Even three krids coming up from behind can spell disaster if the enemy takes full advantage of it. The middle is relatively easy to hold if you put a fetch on the wall. Just make sure she's not too close to the edge or a lock could take her out (remember that if you electrocute a fireball, it explodes in place). You will still get rolled over if they send too much to the middle, but that's always the case. This map can be very standoffish and involve a lot of skirmishing. If you have impatient players, you may want to use one of the more aggressive strategies below. So here are a few general strategies you can use: Defensive - Get plenty of arty, control all three crossings. Make sure you tag 4 flags first, 5 if possible. Trade for more zerks/krids and fewer mauls. A large fast-melee force can sometimes scare the enemy off the flag at the beginning before their mauls arrive, giving you 5 tags (and of course they may try to do the same to you on the other flank, so you need fast-melee just to hold it). Once you have the advantage, be patient and let the enemy push. It's easier to push here than on other maps, but you should be able to pick them apart if you're careful. Offensive - trade for lots of melee and no warlocks. Rush the two wide flanks and hold your wall flag. Once you've rolled over those two flanks, you should be able to get 7 tags before the enemy. If you end up with a big % advantage, clean up and get 8 tags. If not, head back to your wall flag and hold it as long as you can. Mixed - Make one melee-heavy offensive flank (doesn't have to be a rush, can have arty too), and one arty-heavy defensive flank. Hold the middle, you'll need to keep the back field clear or your defensive flank will fall. Note that the defensive flank may be able to push with its arty advantage, just remember not to get too hasty or you could find yourself getting rushed. Mixed w/Wall Hold - An interesting variation on the mixed strategy is to tag and then abandon the river crossing that is beyond the wall, and just hold the middle and the small hole in the wall. These holding forces will be close to one another and the melee can easily support both positions, and the enemy will not be able to penetrate into your backfield. This leaves you more melee for your offensive flank. The enemy will temporarily have a flag advantage, but if your offensive flank pushes through, you'll be in a good position to take all 8. You may have trouble getting through the enemy's wall, but you can always turn around send your offense through the middle after tearing through enemy %. There is plenty of time in this 14 minute game. The Maul Rush of Deth - Mauls may be slow, but they are faster than artillery units, and they are powerful and relentless. Try sending all your mauls to one flank, with a few more support units, while slowly pushing the other flank with superior arty/fast-melee. Drowned Empire - Capture the flag I don't have much advice to give you here. Just note that it's generally easier to push the flanks than it is to push through mid, so sending everything mid may not be the best idea. If both teams try to control the middle from the beginning, it will play out a lot like lmoth. If the enemy manages to push their way up that middle hill, don't lose your head, stop playing lmoth! Pin them down in the middle and go around. There is nothing on the hill that you want. An unbalanced-flank strategy usually works out well here. The defensive flank has more souls and dwarves, while the offensive has more melee. Between the rain and a few well placed pus, dwarves can be neutralized and the heavy melee can push through. Once the flank is beaten, any soulless sitting on an unpassable rock can be pinned down by a single (healthy) styg while the rest of the force moves on. Meanwhile, the defensive flank(s) set up on a big hill where they have the advantage. The Barrens (venice x2) - Captures This one is a pretty standard divide and conquer map. I wouldn't worry too much that it's captures, there aren't many good places to place a stash. Just make sure at least one ball is safe, and play it like BC. It may be advantageous to run a ball or two out to the edge of the map in case you lose BC and want to try to salvage a couple points. The QR had two wide open maps like this, but the game will play out very differently here. Warriors have a hard time escaping or effectively blocking lock blasts, and mortars can be just as deadly. This means that the roaming warr/pus groups that work so well on calm will have limited usefulness here. A lot of the lessons you've learned playing Venice will still apply here. You probably want to have as many players as possible micromanaging archers or locks/morts. Maybe one could concentrate on pus. The terrain is a lot easier to traverse than Venice, so spread wide or you'll get flanked rather quickly. The Dessert Between Your Teeth - Last Man on the Hill This is another one with fairly well-understood strategies. But there are a few things to point out. The addition of stygs makes it possible to get a lot of powerful melee on the map, but they are quite expensive compared to thrall. Remember that this is lmoth, so you will have a chance to put those thrall to good use at the end. You just need enough arty to survive that long. A rush could certainly work here, especially if you use pus to neutralize dwarves. Keep in mind that pus deals explosive damage, and can be used against stygs if dwarves are all dead. Sinking wights is very popular in any lmoth that has them, so you'll need to be careful there. A couple ghols through the middle asap can scout them out, and you can send thrall to kill them while underwater. This whole dance will be familiar to a lot of the old schoolers but seems to elude some of the newer players. Also note that since this is lmoth, you really don't need to push until the end of the game. If you're not pushing or rushing, you don't need a lot of pus. Sinking some of your wights and trading for thrall over ghols could prove very effective here. |