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Date Posted: 10:05:43 06/23/07 Sat
Author: S
Subject: Re: Strategy for QR maps
In reply to: Sherman 's message, "Strategy for QR maps" on 03:34:17 06/22/07 Fri

>Clank has kindly given us some useful tips for the QR
>maps:
>
>Lichen light FR: There are two ways to go about
>trading on this map...either get a gholpack or
>don't...either way, get 2 wights(which is max) and pus
>with them...you only need 5 archers/1dorf/4 warrs/1
>pus to hold you temple against nearly anything. I'd
>probably send rush units(warrs and pus) thru mid to
>their temple flag early to try and steal it...also,
>the general can "CB" with a dorf by casting spell that
>dorf shoots out of the front of, making his bomb go
>far...you must be near the front edge of the spell or
>you will blow yourself up though. Good team
>communication wins this map.

Remember the temple top can heal units.

It is good to practise but bad to attempt to use CBing with the orb unless you've got the knack. If you do it wrong it will either blow up your dwarf or other friendly units. The way seems to be to throw from sideways from the edge at a diagonal 45° angle away from where you want the bottle to go. If you throw directly at or over the orb it may bounce back and hit friendly units. The dwarf will blow himself up if you throw from inside the orb towards the mid point.

The orb is useful for protecting against puss attacks or protecting the dwarf. Alric can create it from a long distance away.

Something to watch out for that they may try is they may send a ghol up to a band of units and drop and satchel then use flame arrows to set it off.

The damage done by a group of ghols can be increased significantly if the ghols without big puss are carrying dwarf bottles. If the dwarf bottles are bounced through the water, the ghols can then pick them up. 4 ghols with bottles plus 2 ghols with big puss can destroy an entire band of enemy warriors. It would be effective in taking a flag if it can be pulled off, but is time consuming for the dwarf to throw out all those bottles and have the ghols pick them up.

Sending a few warriors to the next (up/down) flag is a good way to slow them down as they won't be able to tag with a single ghol.

>
>Caer Cadarn Trow Terries:
>
>Flags are not important on this map since its terries
>and everybody knows the best thing to do is go nearly
>all mid on this. I would get at LEAST 20 souls on
>this, maybe 1 wight to sink, max fetch, 2 dorfs, max
>trow of course and most of rest unit pts go to zerks
>with some for mauls as well. Souls MUST hit fetch and
>trow middle, and the fetches should be split into two
>"fetchwalls" with 4 fetch per player...they must
>control click with them and outfetch other team
>middle...(by the way send all units mid except scouts
>to each flank). Dwarves on this can "bottle trick"
>which means deliberately hitting water with dorf and
>letting bottle sink to bottom near other team's fetch
>so when they shoot they blow themselves up..very
>useful. Pushing mid hard with fetch and souls wins
>this map. Oh and dont run up with melee to fight their
>trow when it pushes, they're just trying to zap your
>melee with fetch when they do this.

If they are in this mindset they may not expect a surprise all-flagging. Remember how in TFL we would hide units near the other team's flags and then capture all their flags at once?

The Fetch shouldn't be clumped together too closely as they will receive more damage when hit by other Fetches when they are that way.

>
>Grilling Grounds CTF: The best map of the QR! Get 2
>fetch max zerks max locks 1 dorf decent amount of
>archers and rest warrs. Warrs and 1 dorf are D, split
>the trow between two players who only have trow, split
>locks between 4 people(2 of those will also have some
>arcs)...2 locks and most arcs need to be mid, with a
>lock flanking to each side of middle. Make sure you
>scout flanks, and communicate well.

There are no Fetch in this map.

Remember the warlocks are not harmed by flame arrows and their fires.

From what I've seen, nobody puts alot on defence with this map. They will probably send nearly everything to the middle, with scouts out to the sides. There is no right way to play this map as the right way depends on what the other team does. But I think going for a heavy defence will leave the units sent out to attack to be overwhelmed, unless it is the fast units like Trow and ghols.

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