View Full Version : Fantasy Route problems :(
Akster
19-03-2008, 05:01 PM
If you didnt know fantasy route mostly has close units, but thats a huge problem....whenever i attack someone if they have ANY ranged mobs i get slaughtered....bye bye 900,000 skellies and 300,000 Serfs....only range mobs are Gargoyle,Mummy and Vampire.....Vampire...welll that take steh longest to get as its ight at the end...mummy 2nd at the end....and from looking into the forums ive seen a few people say that mummies suck...
So fantasy get slaughtered 90% of teh time without ever getting to their opponent, at least untill you get Serf,Skeleton,Zombie, Engineering and THEN get gargoyle (gargoyle seems to be good as its R and M counteracting pure Close)...this is getting to be a pain in the ass lol most of people attacking me kill me before they get to me xD
pinpower
19-03-2008, 05:06 PM
i dont have much experience with fantasy route so someone slap me if what i say is crap...
whenever i attack someone if they have ANY ranged mobs i get slaughtered
what sort of rank are you at? If you have a look around you can normally find someone who can easily be flak'd past...meaning you dont have to send out your "real" units...also if you look around for people that dont have much that fires range...then a few gardies lost is rarely a problem considering the return...also if you flak then your "real" units remain home incase of defence...
also i assume you are playing solo, if you find you are loosing alot of land and often wasting funds on buying up to defend (only to have it killed/loose land anyway) my advice to you would be to focus on just keep stealing..if you are mid/low ranked its quite easy to have 2/3/4 flak attacks out basically all the time so you should be able to steal the land back quicker than you loose it...that way you can save money (not buying to many other LET) and develope engineering and gargs...when you get gargs you can really have some fun!!!
TheNamelessWonder
19-03-2008, 08:41 PM
Simply enough, you can't expect to contend during the ranged ticks until you get some decent ranged units.
Answer to any route that can't defend themselves well when they start:
Get extremely land fat, but a sufficient amount of hippy, yob and other basic from your route, in your case, skeletons and zombies are wonderful. keep AR high (this kinda come with your land fat) and be prepare to lose land but trying to steal back as much of that back as possible, keep that going, save money in seeds and plant ONLY when you have enough to tech your next development this will allow you to keep your score low. Or plant if you need to get more def or replace gardies and harvs.
Sounds hard and a stupid way to grow fast? Tough, it is the only way imo, or else you have to stick with the slow way of tiny land, lots of rubbish troops and boring first few weeks. (though this require a lot less activity then the above suggestion)
harriergirl
19-03-2008, 09:51 PM
Listen to Clem .
He's the man
DarkSider
20-03-2008, 08:51 AM
I wouldn't say it's a bug but it's definatelly very hard to start with undead as solo. I played it at a round start and even i was very active and rushed for developements it took me a week to get my first ranged unit.
Hey, we have nothing but flak to attack with and we are still happy :D
Now, on a bit more serious note, its normal to get pwned at the start with such a route, later on tho things will be normal.
I would also STRONGLY recommend you not to use anything different than flak + geos in your attacks, unless you want someone dead badly.
Akster
20-03-2008, 07:16 PM
ummm....most eole i attack have enoug power to kill all of my flak and if i sent anythign else eg 1 mil skellies....they g by bye too, sooo....flakking purely still seems comfusing to me, as they all seem to die anyway :'( but i havent played too much....
Cheese
21-03-2008, 11:56 AM
Try massing gargs while you get vamps...
Then all you need is alot of vamps and a little bit of gargs and your done for good ;)
willymchilybily
24-03-2008, 05:23 PM
id have to say 100% agree with clem. land fat, easy early flack steals and use the fact people will try to kill your lethals cos they can and its easier than flacking past them. use yobs with the zombies to sweep, and the fact they convert to make sure they dont come back so quick.(lower injuries) and b4 zombie use skelton to hit with the hippys and yobs to sweep. ofc. you may want to get enough hippys to be the main flack stopper, with yobs sweeping as like you said (unless your online) your lethals die to ranged.
high ar then makes it hard to kill you. so defencively your set. and after that just sit back and let azzer defend you whilst you tech and steal more land.
also same applies in my mind to bunker route sa route (b4 ninjas, or late starting). and even the puppet routes. use the lethals (that are hardest to kill) to take the damge so your nonlethals can kill the flack and non lethals are nigh impossible to target early on when there are lethals present (unless a protestor route comes for you)
puppets use steels if you have them, to protect the sleepers drawing the fire. and bunker or sa use spikes to draw the fire off your sleepers. high ar means they cant over flack and/or send too many lethals. so you keep enough alive to not lose land. yobs sweep. (remember to sweep with yobs, as they do target innocents. not sleepers which target all. else you can be flacked buy a prot so easily. i got passed some guys 2.2million sleepers with 11kgeos and 8kwheelies no other innocent flack was alive when the sleepers shot only a few mill guru, loudies and hippy vans. i did send flack but it all died to spikes, he didnt sweep with yobs and i landed)
it works well if you use your lethals as cannon fodder. where possible. unless your online. in which case last tick ftw.(ofc you cant run immobiles to last tick)
vBulletin® v3.8.4, Copyright ©2000-2012, Jelsoft Enterprises Ltd.