Some guys says to me to make 2 Barrak vs gobs.. i think that knight start is better no? maybe deleating PB after first battalion
2 Rax spam, no matter vs. which factions, always requires a lot of aggression and multitasking from Men cause it's designed to press the eco and not to take good fights vs. his army. It can definitely work vs. Gobs but eventually you'll need riders or Rangers anyway cause a pure SoG/Pike army will get defeated by compositions like GW+GA or Wildmen + Xbow. The strength of 2 rax is the overwhelming amount of SoGs you can get very quickly, but again it's also very easy to lose a bunch of them without achieving a lot, so you need a good sense for distraction and timing to get the most out of it.
I'm not a fan of deleting the Stables when you do a cav start vs. Gobs cause you will most likely need another one later anyway. Also Gobs have a rather easy time defending vs. a single bat of Knights cause of the tunnel system and a fast switch into infantry wouldnt catch them surprised either cause they cant mix in pikes anyway that would weaken their army composition.
I personally do fast rax into archery range vs. Gobs cause that constant pressure will require him to use all of his GWs for defense so I can get a nice eco behind it. As long as my farms are untouched in the earlygame I feel good vs. Gobs cause my Rohi will come fast enough.
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Jokes aside, good guide! I like the little descriptions. Some helpful insights for beginners on trade-offs of BOs. I like the "you're very likely to get away with this in most situations..." line about greedy starts . A suggestion: perhaps it's good to note the minor differences between 1v1 and 2v2? Greedy starts often work less well on Buckland (due to size) unless you coordinate with your ally or something like that. That would make the guide less concise though.
A suggestion: perhaps it's good to note the minor differences between 1v1 and 2v2? Greedy starts often work less well on Buckland (due to size) unless you coordinate with your ally or something like that. That would make the guide less concise though.
Yes, I shouldve mentioned that this is all about 1v1, in teamgames everything gets a lot more flexible/complicated so I'd have to write an essay for each build there.
Just wow Mau! I honestly love how much effort you put into keeping this game going, i mean you've not only made some awesome maps, and other guides. Maps where units fly off bridges! But now this! I wish this was around when i started playing, i had to learn the hard way, luckily for me, some awesome guys on gameranger took time to share some of those tacs. Ive been looking for a guide on creeping, coulden't find one. I know how to creep But ive seen new players trying to creep wight lairs, over and over again and fail. So maybe that's another guide for you in the future to do? And not only the wight lairs, but also with a bit of micro, how easy it is to creep a warg lair, with archers. (Using builder as decoy) And ect. Holla if you need my help anytime. And Well done!
One cool and and less risky cav start is 2 Rbs > Stables > Gondor Knights > Delete stables > Barracks > RB > Gondor soldiers. If your cav micro is good it works vs anything
One cool and and less risky cav start is 2 Rbs > Stables > Gondor Knights > Delete stables > Barracks > RB > Gondor soldiers. If your cav micro is good it works vs anything
Yes I mentioned that possibility for the cav start. Allows you to pump out SoGs AND GAs unusually fast and surprise your opponent with the quick transition while he's still forced to mix in pikes.
One cool and and less risky cav start is 2 Rbs > Stables > Gondor Knights > Delete stables > Barracks > RB > Gondor soldiers. If your cav micro is good it works vs anything
Your missing one important factor.. you cannot execute any strategy successfully. You are terrible.
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