01-30-2012
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Join Date: Dec 2011
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Guide: Tower Strategy by Godzilla
Looking around graal, I see that a lot of guilds aren't really using too much strategy in their defense and attack techniques. On defense i see almost all the guild just sitting in one choke point spamming their sword, and on offense all they do is try to get to the top, and attack the flag nonstop. This is not a good strategy! Your guild will be much better if they can implement both effective strategies and large numbers. These days i usually see one or the other. And overall, the guild with the larger numbers usually wins. this is also why you don't see big tower guilds doing well in GST. A guild which has big numbers, and uses good strategy in forts will dominate graal. and good strategy doesn't necessarily require good players. while that helps, decent players can still put effective fort strategy in place. Even noobs can in some places. So heres some strategy for you. if you like it, implement it, or tell your leader. These require organization, knowing your place, and what to do in that place. So lets get started. General Tips Have Respect for Your Guild, and Other Guilds Be respectful. You want to have friends, and allies. This means being nice to other guilds. Cruxis is an excellent example of this. They are allied with a lot of the biggest guilds out there, and this is a big reason why they are one of the top guilds on the score chart. This cuts down on the amount of opposition you have a lot. if the big guilds don't want to attack you, then you'll be a lot more successful. You definitely don't want to make enemies with a lot of guilds, or really any guilds for that matter. because then they'll go out of their way to attack you. Be fair! don't chat block, or horse jump, or do anything that gives you an unfair advantage. Guilds which see you doing these things will get mad, and now you have an enemy. Plus, can you really feel good about your guild getting a tower when you know it was gotten through cheating? And if you see guilds doing this report them. Keep it in the guild. Don't recruit temps. They aren't part of your guild, and it's not really fair. Who wants their guild to be known as the one that "only gets towers because they recruit a bunch of noobs". Zanza never recruited temps, but they were still very effective in taking, and keeping towers. If you can't keep a tower because your a little low on members, or can't take a tower for the same reason, then don't do it. There's plenty of other things to do in the game besides towers. While getting temps will help you keep a tower, or get a tower you can't really say that your guild worked hard to get to where they are. because they didn't a bunch of temps did. Communication when attacking towers, your guild chat should be reserved for messages relating to the attack such as "regroup here" or "attack now". you don't want your guild to be slowed down by having to read a bunch of pointless messages. so make sure that if a member gets a guild message when attacking that they have to read it, and that it helps rather than hurts the guild. Same goes for when a large scale attack is being made on your tower. you want your guild to concentrate on the task at hand, and not be reading a bunch of messages. It's okay to have a conversation during a slow period, when no ones attacking, or 1 or 2 pkers are there. But still you don't want it to be so every second your reading a message. Whenever a guild leader needs quiet he should be able to just say "cut it" or something and then have no useless chatter until he says so again. You should be using guild chat to communicate amongst each other about what their defense looks like, how many people they have, regrouping for an organized attack, etc. General Strategy Spread out. You don't want your whole guild clumped all together in one or two places. on attack or defense. When your guild tries to attack Sardons all together, clumped up, the spikes will destroy them. On defense in swamp, you dont want to all clump up together in the doorway to the roof since 1 slash from an attacker will connect with everyone there. So spread yourselves out. My strategies for each respective tower are very spread out, and whether you agree with them or disagree with them, clumping all together is a terrible idea. this doesn't mean attacking with your guild all together is bad, but just keep some space between yourselves. Have a scout. Most guilds have a person scout out a tower before it's attacked, but the same thing should be done on defense. Have a scout run around on defense looking for guilds who are grouping for an attack, to get small damage done on attackers, to see where theyre regrouping. this person will basically just roam the tower, and areas around it looking for useful information. this scout can also hang out at the spawn place, or outside the entrance of the tower attacking people and putting a little damage on them before they enter to make it easier on the defenders inside the fort. Attack the weakest person first. when you see someone running around with .5 health they should be your main priority, especially on KOTH. the weakest person attacking the flag should be your first target, on attack the weakest, well anyone should be first priority. FOR THIS GUIDE: Red= a Defensive Blocker Blue= a Defensive Roamer Yellow= an Attacker Attacking General Attack Strategy Beginning an Attack When your guild decides it wants to take a tower there are a few steps you have to go through before you attack. Here are the steps you should take: 1. See how many people you have to see if it's even possible to take a tower. 2. Do a 'showguild' for each guild which has a tower to see how many people they have. 3. Send scouts to towers to see how they look 4. Evaluate: how many people do you have vs. how many people do they have? How hard is the tower to take? You shouldn't attack the easiest tower, you should attack the most logical one. If you think you can take a tower that is easy to defend then try it before you try one thats hard to defend. 5. Choose your tower 6. Pick a place to group up before attacking the tower 7. Once all together, attack it. Offensive Block On all non KOTH towers except dead wood its a good idea to put up an offensive block. This is where a member gets up on top, and blocks the door, so the defending guild can't get down to block the door, and your guild can get up more easily. On Top When you get on top of regular towers you preferably want to have one person doing an offensive block, 2-3 people attacking the flag, and 2-3 pkers all depending on how many you have up. if you have 5 id do a block, 2 flag and 2 pk. if you have 10 id do a block, 4 flag, 5 pk. the blockers job is to get people up, the people attacking the flag, well capture the tower, and the pkers defend the people attacking the tower. Regrouping When attacking any fort, its important to regroup to gather all your forces together. when you attack together your hitting the opposing guild with your full force, and this is what will take the tower. not a lot of people coming at different times. so after about 3 lives of rushing the tower, if you hav'nt made any significant progress regroup to try again. however if you get the flag low, keep going. Tower Specific Strategy Snowtown There isn't so much strategy which goes into snowtown. you just have to get there and kill people. Its important to know when to speed skate, and when to just move regularly. Speed skating is done by rapidly tapping the move arrows in the direction you want to go. While this makes you must faster, its hard to control where your going with it. I suggest speed skating into the tower, and using it to pursue a defender, but when closing in on someone slow yourself down to regular speed to better control yourself. You can position someone on the door coming in spamming the sword to deal out a little damage to the defenders trying to come in. Remember, this is KOTH. its very important to kill the weakest person first. You also want to get all the afkers out of there, since alive they're still helping defend, but when you kill them they wont be any problem for you. Some people like to position a person blocking the door in the 2nd room. I don't like this strategy because it blocks your own members as well. But if it works for you then go ahead. Sardons Probably the most annoying towers to attack if the defenders have any idea what they're doing. But its also one of the best to defend. In this tower it's very important to SPREAD YOURSELVES OUT! If your all clumped together in this tower the defense will destroy you. Mostly because of the spikes. If your all clumped up, and a spike thing hits one of your friends, hes then sitting stationary blocking you so you cant get out of the way, and it all just backs up. don't all take the same route, go through different ways then the main one right when you enter. In the first room, use arrows to hit multiple people from around corners. you can do tons of damage with some well placed arrows. just try not to hit your allies. The thing that makes sardons unique is the spikes room. these spikes can make attacking very complicated if your not careful. it's very useful to know the movement patterns of the spikes, and where your safe. so I've made this to make it easier. http://img814.imageshack.us/img814/7521/sardonsattackspikes.jpg (Unsupported image host) The yellow represents a safe area, the red arrows show the movement of each spike, and the green lines are suggested paths. the bright green line is the best path, safest and shortest, and the darker ones are alternate routes you can take if things start getting crowded. just try and stay in the yellow areas. also dont sit in areas where you have spikes coming on either side of you even if it is a safe area. you still might get hit. deciding which path to take is just a matter of seeing how many people are taking a certain path. knowing the patterns of the spikes, and safe spots in the room will make you a much more effective attacker in this tower. http://img21.imageshack.us/img21/6965/sardonsattackspikes2.jpg (Unsupported image host) when you get some members to the doorway to the roof, you want to surround the blockers there and be attacking them on multiple sides. there is space around the sides of the doorway to the top. take advantage of this. situate someone to stay on the left side swinging their sword. this will knock any blockers off to the other side, and allow your guild to keep coming. dont overcrowd the doorway. then everything will just get messy. if you come and there are already 5 people attacking the blockers wait off to the side somewhere, and when a few people die, go and replace them. once you get someone up set up and offensive block as well as someone below the door swinging their sword to knock blockers to the side. then pour in and take the tower. Castle Mostly just a matter of getting in and killing everyone. this is one of the only towers where ill tell you not to completely spread out. coming in all together will surprise them much more, and wont do too much more damage to yourself in this tower. one of the most important things in this tower however is controlling the door. you want to set up 1 or 2 people there slashing to kill anyone trying to get out with low health, and anyone coming in. you also want a few people defending these people because they are incredibly important. since it's KOTH, kill the weakest person first to get rid of them, and kill all the afk people as they wont come back again until the come back on. MoD MoD's a difficult fort. mostly because there are usually PKers there who will be attacking you as well as the defenders. Its also all very compact. almost every spot in MoD is a choke point able to be blocked. http://img19.imageshack.us/img19/4783/modattackstiars.jpg (Unsupported image host) This is the most effective strategy in my opinion. however it requires communication, and planning before hand to put into place. what you want to do is surround the staircase with people attacking the blockers. this way the person(s) blocking can only concentrate on one person each. when surrounded there will usually be one person who is attacking without getting hit. then you want two people blocking the staircases from other attackers. heres where the communication comes in. basically what you want to do is whenever a new person in the guild comes to one staircase, the person who was blocking it runs up to attack blockers or go on top, then the person who just came in takes over his blocking position. Thats not all that difficult, and its very effective, however you have to tell your guild to do this before hand. It's a lot harder to do so, but still try to spread yourselves out in this fort. send half the guild to one side and half the guild to the other side when coming in. you don't want to be all bunched up on one of the staircases. you should never really regroup in MoD. one because theres not really a good place to do it. you either have to go all the way back to master li's, or go behind the stairs where pkers will probably attack you. and even then since its such a short walk to get to the top theres not really any point. when someone gets on top, and sets up an offensive block you want everyone who is attacking to run up and rush them. keep the offensive block up, and attack the flag to take the tower. Deadwood Deadwoods a hard tower to attack when the defenders know what their doing. it's full of chokepoints, and it has 3 floors which you have to go through to get to the top which makes it a lot harder to keep the pressure on. which is why you definitly want to attack in waves in this tower. you group up, attack for 2-3 lives, then regroup somewhere in the tower. i like the first floor. however theres a lot of room to spread out. you should split your guild up evenly attacking on each side. if you can get both sides past the blockers on the right and left stairs on either side you can surround the spawn area, and get to the flag room much more easily because its a lot harder to stop people coming from both sides. http://img444.imageshack.us/img444/232/dwattacktopstairs.jpg (Unsupported image host) This is how you should go about attacking each staircase. split half attacking from the side, and half from the front. again, its a lot harder to defend an area when being attacked from both sides. I'd also recommend you have someone shooting arrows from the side while your guild is trying to push through the staircase. you can get some damage on the people in the back. and maybe avert some attention. even once your guild gets through the stairs, its still a chokepoint which people will try to block. however its wider. i recommend just trying to hit them out of the way, or get around them. Once you get past the stairs your guild should be surrounding the spawn point, and moving in on that area. http://img402.imageshack.us/img402/5011/dwattacktopflagdoor.jpg (Unsupported image host) you should send 4-5 members to the top flag door then put the rest outside pking. having one occassionally enter the flag room in case someone died and they need support. you should never have more than 6 members up there at once though. the pkers outside are just trying to make a complication for the defenders. a lot of them will probably ignore you and just try to get to the flag room. you have to do your best to stop them. The top of the tower is very confined, and it gets pretty laggy. if possible, put the people with the best devices up there. so they can hopefully get around without any problems. you should have 2 people attacking the flag, 1 pker, and 1 spammer at the door attacking anyone who comes in. Attack the flag and take the tower. also, never use the beds. they're too slow to heal you and your better off just running up and doing any extra damage that you can than you are healing. your not helping your guild by sitting there healing. Swamp Another hard tower to attack. A lot of guilds are known for holding this tower for long periods of time because a few people can defend this tower very effectively. your guild should never really go into the water room without full health. there's a ton of pots in the first room. use them to heal if your damaged before going further. your going to need all the health you can get. your guild should immediately split in half to both sides upon entering the tower. spread out to each side, and come together on the flag room stairs to surround and conquer similar to deadwood. you'll probably run into a few blockers before getting to the flag stairs, but in a massed organized attack they shouldn't be a huge problem. the stairs themselves are the big problem. These stairs are very hard to get into. mainly because it only takes a defender about 5 seconds after they die to get back in there swinging their sword. It's also a lot easier to defend than it is to attack. in order to do damage you have to go into their sword spam. you get knocked away for them door while they don't. it's almost impossible to remove one of them from this door without killing them. your best bet is to try to keep the pressure on it, and be persistent. http://img441.imageshack.us/img441/4194/swampattackflagdoor.jpg (Unsupported image host) I'd say your best bet is something like this. you have one on each side and 2 in front attacking the blockers, one on the bottom who i will go into later, and the rest waiting on the side. when a guild member who's attacking the blockers, someone on the side takes his place. Having that member on the bottom is very useful. when defenders come out of the doorway to defend and go down by that bottom area, the person there can hit them. this is causing a little more complication for them, because now they have to avoid the bottom area to not get hit, and your guild members can sneak through there. there's another use though. when you get to attacking the people at the door, and they get pushed back to the bottom of the doorway, the person down there can hit them with arrows. only when they get pushed to the very back of the door though. once the person is there though you can pretty much destroy them with arrows. they have to make a choice to ignore the arrows and keep spamming the sword, or turn around, stop moving, and block the arrows with the shield and take sword damage. everyone attacking the door should be looking for a chance to get to the top. sneak past the blockers and get up. once up, they should immediately set up an offensive block so more can come up. unless they have 1 or less health in which case they should just run around attacking people and being a distraction because you'll only be able to keep the block for about a second before dying so there's really no use in that case. once you get a good block up your members should be able to rush to the top and take it. however remember to keep the block up at all times. if you see no ones blocking when you come up block. because if they get people on the staircase again you have to start all over. Get to the top, attack the flag, and get the tower. Defending General Defense Strategy Choke Points All regular towers have choke points which can be blocked off. take advantage of these. put guild members there to stall attacks, and do damage. you should take full advantage of these. you should never bunch a bunch of members into one chokepoint unless cornered there by attackers. you should try to spread your guild out putting one or two members in each choke point. General Positions In this guide I'll be putting defenders in positions which they should try to defend. however i want to clarify that upon death you should not try to continue to defend this position. your destination should be this position, however you should try to kill anyone who gets between you and this position. by this i mean when your on your way back to your position and you encounter an attacker don't ignore them and go back, kill them first, then go back to your position. with this you have a fluctuating defense. when they're just starting to attack you have a spread out defense, clogging up a lot of chokepoints. this is the best defense. then slowly as they push you begin to get closer and closer together, you get more confined into some of the chokepoints closer to the flag door. a lot of guilds start out how you want to end up. it's preferable that you remain spread out, since you'll be able to defend your tower the most effectively this way but the opposing guild will probably push you together more if they have the man power. in that case your people are trying to push out and get to their old positions. On Top in the flag room of all the regular flag rooms you should have 3-5 people. at least one devoted healer then the rest are pkers. you should have more pkers than healers, since clearing the people off the tower is more important than healing it. having more healers will just stall it getting taken during a big attack. KOTH In KOTH towers most if not all your members should stay in the flag room since this is where they're needed. you want all the guild members you can get in the flag room of king of the hill. the only person who should be outside is the defensive scout. everyone else should stay in the flag room. Tower Specific Strategy Snowtown Mostly just try to keep all your people in the flag room and kill anybody who comes in, since it's KOTH. try to survive more than anything in a big attack. you should usually have some people regular skating putting up a regular opposition, and just fighting them head on and then a few others just running around speed skating hitting people once then going away trying to avoid conflict. the head on fighters will probably die and have to skate back while the speed skaters will remain for a lot longer. it's also good to know when to use speed skating, and regular skating when pursuing enemies, just like attack. it's a good idea to put someone spamming sword at the door so people who come in automatically take .5 damage immediately. usually during a big attack most people will just ignore that person anyway. while it's annoying to get into the position because of the ice, its very useful. Sardons This is a tower that's great if you have a lot of allies. the allies should just crowd the first room. 3-5 allies in the first room can make a huge obstacle. and it's better to have allies there than actual members because its a longer walk for guild members to get back, and they have to go through all the spikes. the allies are right there. http://img192.imageshack.us/img192/9118/sardonsdefensefirstfloo.jpg (Unsupported image host) this is a good set up if you have a lot of allies. take away the roamers if you a little limited. if you use a war guild get some of the members to go on allied tags so you can put them in the first room. the idea is to have someone around every corner swinging their sword so they hit first when the person comes around the corner, and blocking the area. it is four tiles wide so 2 people can get in there. if you stand in the middle though no one can get through. the roamers just kill at the big staircases. in best case scenario the attackers try to get around to are confronted by a blocker, and then you hit them from behind. As for the spike room you probably want a roamer by the door to the first room attacking anyone who enters, trying to push them into the line where they'll hit the spike as well. your trying to keep them out of the safe areas just through the door. then you want something like this: http://img32.imageshack.us/img32/9028/sardonsdefensespikes.jpg (Unsupported image host) your basically trying to fill up the safe areas with defenders so that the attacking guild cant access them. they either have to face you or the spikes. you have one guy around the corner attacking anyone who goes through that little area, which is most people because it's the safest and fastest way through. your blocking them from entering the safe area your in and keeping them in line with the spikes so that it's hitting them too. then you have a roamer killing anyone who gets passed the first blocker. and when somebody takes an odd way around the edges and gets past both he can be there to attack the person from behind when they're going for the doors. as for blocking the doors I'd put someone directly in front in front of it, someone to the side, and someone in front of the person blocking the door. the blockers trying to stop people from getting in, the person to the left is denying that area so that the blocker can't be flanked, and then the person in front is trying to keep people out of that little area by the door as well as protect the blocker. then you have your defensive scout killing people in the room outside the entrance, and looking for groups getting ready to attack. Castle almost exactly the same as my attack strategy. just put everyone but your defensive scout in the flag room, since it's KOTH. kill the weakest person first so that there's less opposition, etc. most important thing is to keep control of the door. http://img42.imageshack.us/img42/5999/castleattacktop.jpg (Unsupported image host) do basically the same thing i suggested in my attack strategy. have 2 people spamming the door hitting anyone who comes in or anyone who tries to escape with low health, and 2 roamers defending them. this will allows your guild members to escape, die, and quickly get back in and not the opposing guild putting you at a huge advantage. everyone else is just basically trying to kill people. the defensive scout should be outside the flag door with arrows killing guild members with low health, and hitting the attackers so they have less health going in. MoD if possible, spread yourselves out. it's hard because there are a lot of pkers, and they'll always be killing you and pushing you back further and further. but spreading yourselves out will make dealing with these pkers easier. MoD is basically one big chokepoint so almost wherever you stand your blocking something. here's the strategy i like to use: http://img708.imageshack.us/img708/9320/moddefensestairs.jpg (Unsupported image host) now this is in my opinion all the best positions. you may be thinking that that's a lot of people, and if you don't have the man power to execute this whole thing remove the ones closer to the door to the outside. the blockers are blocking chokepoints, the roamer on the bottom kind of acts as a sub for one of the blockers if they die. or if anyone sneaks past one they can attack them so the blocker doesn't have to turn around to deal with them. the roamer at the top is just attacking anyone who gets past the blockers on the stairs. they aren't blocking anything as much as just attacking people from the side when they get up. the rest are basically just stair blockers, just 2 of them are off to the sides. the roamer and 2 blockers on the side is a good idea since it prevents people from attacking from behind and both sides. then you have 2 in the stairs so even if one of them dies they can still attack the front and the side of the person who died at the same time. the people blocking towards the entrance of the tower are mostly just a detour. you can either go around them and take a longer way, or try to go through them. it's just to stall an attack mostly not to do any major damage. you should also keep one person by the health who is trying to finish off people with low health as well as get a little base damage on people who just healed. you shouldn't really die since your right by the health. then your defensive scout is outside kill people and trying to put some damage on them before they enter the tower. Deadwood Deadwood is a huge tower and it's filled with chokepoints. you should take advantage of this. not by clumping everybody into one or two chokepoints but by putting one or two people in each. well, not in each. your defense should really start at the end of the second floor. http://img254.imageshack.us/img254/2814/dwdefense2stairs.jpg (Unsupported image host) Putting roamers on each of the side stairs on the second floor is a good idea. what these guys are doing basically is blocking first up front, then retreating and turning around to swing again, and keep doing that until the end of the staircase where they go off to the side and start swinging. the point of this is to get some damage on them without too much harm to the defender, as well as to bunch them together more. so lets say there's a guild attacking with 1 pker on the stairs as well. the pkers going to be hitting them while you stall the attack. they'll be stalling each other, and hurting each other. then after getting through that there are blockers on the stairs like this http://img443.imageshack.us/img443/1963/dwdefense2topd.jpg (Unsupported image host) two blockers preventing people from getting in, and a roamer who will either take the place of a blocker, or kill people who have gotten through a blocker. http://img542.imageshack.us/img542/7402/dwdefensetopstairs.jpg (Unsupported image host) this part requires a little communication. you have someone blocking the stairs, then a roamer who is trying to flank who ever is attacking. but the positions are changed every time one of them dies. so lets say you have the blocker and the roamer. a group of 3 come up the blocker denies the area, while the roamer comes in for the kill. however in the process the roamer is killed. so now what happens is the two switch. when the roamer reaches the staircase, the blocker runs down and becomes the roamer. why? because one you want the blocker to have the most health, and two you always want someone there blocking. if the blocker dies before the roamer, the roamer tries to battle his way into a blocking position, while the old blocker runs down to try to kill the people who go through. the area above the staircase is a chokepoint as well so if something goes well there's still a chance to fix it. when there's no one attacking the blocker, however there is a guild attacking the tower, the roamer should try to go to the staircase and spam their sword for some base damage for the people coming up. http://img840.imageshack.us/img840/570/dwdefensetopflagdoor.jpg (Unsupported image host) finally, you have 2 roamers by the door to the flag room who are just defending the spawn and making sure people don't get into the flag room. they can be a little reckless since the spawns right there. there are also some choke points which you ca block by those pillars, so if a roamer wants to stand there and do a little blocking that can be helpful, but there will always be a way to get around. and you have your defensive scout outside putting base damage on. and then on top is different because deadwood is a lot smaller. you usually want a healer, a roamer pker, and a spammer at the door. if you don't have the manpower to execute this then again, take away the people lower down, like on the second floor. i usually like to at least keep 1 roamer or 2 blockers there just to have a little opposition before getting to the third floor. you should take a roamer out from by spawn before you take out everyone on the second floor. and if your on the second floor during a quiet period and your a little low on health don't be afraid to rest up a little bit. and if you see a guild mate resting then defend his bed. its important for whoever is on the stairs to be awake and alert so he can get out of the way so people on the second floor can get through. Swamptown A hard tower to take any time. Swamp is sort of the big prize. I see a lot of people doing good strategy on this tower because it's such a great tower. why, because it's easy to defend, it doesn't take a lot of people to successfully defend it, and it has grass in it so defenders can farm during quiet periods. if you manage to get swamp you want to put the best defense possible on it, since its possible to stay a while in this tower as Venus Gospel demonstrated. they had this tower for days at a time. to start off, the defensive scout really doesn't need to be pking anywhere if there's an attack. during quiet periods he should be off looking for groups getting ready to attack, during an attack he should take a position on defense. this is because immediately inside the tower there are tons of health pots they can use to heal. so base damage wont really do anything since they'll just grab a pot once they get in. similarly you really don't want anyone defending in the first room for the same reason. all damage will be reversed with the pots. your defense should start in the swamp area. http://img823.imageshack.us/img823/7939/swampdefenselower.jpg (Unsupported image host) something like this should be good. the blockers on the stairs are denying the area, while the roamers will basically be back ups. if the person gets through the blocker, the roamer that's next will basically block that next area where they are. now your probably thinking why aren't they blockers then? well do you see those green areas? you can slash through those walls and hit the person if they are standing by them. so roamers they should try to put pressure on attackers trying to get past the blocker on the stairs through the wall as well. the next two roamers are the retreating kind on the second floor of deadwood. they block the area, but when pressure is put on them they retreat. it's a long chokepoint and your the only one there. use the space. http://img406.imageshack.us/img406/4710/swampdefenseflagdoor.jpg (Unsupported image host) on each sides you have more retreating roamers, as well as by the flag door area. then you have 3 blockers in the door. 1 out front away from the other blockers who's trying to protect the other blockers. if you have too many people get rid of some of the retreating roamers. in the front stairs, you can get rid of two of the roamers, and have the roamers who are "subs" for the blockers just take that roaming spot as well. just giving one person a wider area to defend. have the roamers on the sides watch out for horse jumpers too. the thin walls can be jumped. if you see someone attempting to jump hit them back and report them. Other Stuff Multiple towers: when things get really slow at a tower, and you have a lot of people online, then it's not a bad idea to go for another tower. however this takes a lot of thought on the part of the leaders on how to go about doing so. they have to look at how many people they have, and decide how they want to go about dividing them. for this you have to calculate how hard it will be to take the tower your going for, and how many you'd need to defend it. so your going to need to scout the tower first. your defensive scout is really going to have to be on his toes here, since if he sees someone meeting up for an attack he has to be able to call back the others if they haven't gotten the other tower yet. he has to make a call about how many people there are, how good they are, and whether or not you'll be able to hold them off or if you need the others who are attacking another tower. once a guild has two towers they need to prioritize one. pick one that's more valuable. this one will get most of the people that's the tower you don't want to lose. this tower should be the easier one to defend of course. that doesn't mean abandon your other tower. still leave enough people to effectively defend it. however if you lose the lesser tower I'd leave it alone and send everyone to your other one. AFKers on defense if you want to go afk on defense, you should first take off your tag if your in a war guild so you can save it for someone important. then position yourself in a chokepoint where your helping but not in the way of your guild members getting to where they need to be. not ideal to have AFKers. but if your gonna do it be helpful in whatever little way you can while doing it. Order of Defensibility here's a list of towers in order of how easy to defend they are. or how hard they are to attack. 1. swamptown 2. deadwood 3. sardons 4. MoD 5. castle 6. snow |
01-31-2012
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amateur gay
Join Date: Sep 2011
Location: Australia
Posts: 3,372
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No actually they haven't my bad, this picture confused me. http://img542.imageshack.us/img542/7402/dwdefensetopstairs.jpg (Unsupported image host) I thought you were saying defenders who spawn on that level should become blue and hit the attackers from the side.
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