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Thread: (Advanced) Range Defense/ Ultimate Defense

  1. #11
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    Nice guide + rep

  2. #12
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    Nice guide, well written, looks neat, easy to understand. +rep

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  3. #13
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    Not a bad guide, I still wouldn't worry to hard about cracking this however. I am in an extremely late stage server though fyi.
    Quote Originally Posted by .H0bbit View Post
    i understand u trying to explain battle mechanics and so on, and like i said not saying u are wrong, i know people that send the same wave of certain numbers, not cause it works, and they know better waves to do it and better results, but they send it cause they like the look of the numbers.
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  4. #14
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    Quote Originally Posted by Lucas101 View Post
    I put this guide up in a skype room and an Awesome friend of mine had this to say ...



    So how would you address this supposed short coming with your defence?
    I would add 10k pults, making 4 of those mini mech waves 1 too less. I would lose most ballas and would have to replenish. Your friend is correct in saying that ballas should be a sheild for your catapults, however only in this situation. When you use instantaneous movement your are able to adjust very quickly, the mechs travel slow giving you plenty of time adjust to the situation. I did say that some of it can't be taught, that it is up to the defender to be able to adjust. However it is something I should have put in the guide.


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  5. #15

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    Very Nice Guide + Rep

  6. #16
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    Wave 1: 50k ballis, 50k pults (or 55/40 + small layers)
    Wave 2: 125k rams (or 95k + small layers)

    Advanced Range D is heard cracking by the townspeople from behind the castle walls..
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  7. #17
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    Quote Originally Posted by Melri View Post
    Wave 1: 50k ballis, 50k pults (or 55/40 + small layers)
    Wave 2: 125k rams (or 95k + small layers)

    Advanced Range D is heard cracking by the townspeople from behind the castle walls..
    Lol, there is indeed possibilities, but that's because you see it on this forum and have time to make a strategy to defeat it. If I added 30k pults the defense would still stand :P. In the real game you might not even be able to get a scout, most likely not. It's good if your alliance has a ton of scouts so they can replenish for you (scouts reins are fast obviously). In most cases I would'nt have the RangeD set up and I would let them see a basic compact D. Then after sending their mech waves they wonder why they didn't kill anything. Deception


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  8. #18

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    Clueless.

  9. #19
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    Quote Originally Posted by WerldEeeter View Post
    Lol, there is indeed possibilities, but that's because you see it on this forum and have time to make a strategy to defeat it. If I added 30k pults the defense would still stand :P. In the real game you might not even be able to get a scout, most likely not. It's good if your alliance has a ton of scouts so they can replenish for you (scouts reins are fast obviously). In most cases I would'nt have the RangeD set up and I would let them see a basic compact D. Then after sending their mech waves they wonder why they didn't kill anything. Deception
    Why wouldn't anyone be able to scout? Your defence only calls for 1 mil scouts lol. Assuming I can heal 65% (which I will be if I'm coming for somebody) My 35k scout loss after heal leaves you with just under 200k scout loss after your heal. This is an extremely good tradeoff for me and I'm happy to keep killing your scouts at this exchange rate for a loooong time lol. If you are letting me see a CD in your scout then I time a bunch of minimechs filled out with scouts, this means if you stay CD my mechs tradefire on your ranged and you lose that way. If you go to your ranged defence guess what happens? My minimech clears these layers you shift in and the scouts bomb your mechs, and this is assuming I havn't descouted you enough to just straight up slip in SB's on you. And of course with every set of attacking waves at least 1 scout mission will be sent to slowly pick at your scout shield as I go along as well.

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  10. #20

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    Quote Originally Posted by BigNorr View Post
    If you are letting me see a CD in your scout then I time a bunch of minimechs filled out with scouts, this means if you stay CD my mechs tradefire on your ranged and you lose that way.
    Thats assuming your opponent does not have instant at's, you will need to send a big mech wave in front of the minimechs to kill those otherwise the minimechs will fail. And mechs on archers are not that good of tradeoff in CD.

    Switching between compact and range can be an effective strategy to drive most attackers insane.

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