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Rise of the Witch King

Ang - Men vs. someone

Fords of Isen (original)
Fords of Isen (original)
#1MauHúR  Nov 16 2017, 19:16 PM -

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Who could he be...



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This post has been edited by TheDestroyer001: Nov 22 2017, 13:55 PM
#2TaDa!  Nov 16 2017, 19:46 PM -
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Its Life or Alive, u all said its Caleb that is picking sc2 nicks but i wont believe its him to the end.
#3Mr.SmOKing  Nov 16 2017, 23:29 PM -
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For me its DJ Parson
#4DJ_Premier  Nov 17 2017, 19:28 PM -

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What are people's general opinions on this MU? I kinda like it from both sides now, gunda's so good at harassing it can be hard at the start but fast knights seems to work well, If MotW can capture an inn and mix some galadhrims in i like their chances. If ang is good with riders/dires then its really hard. Fell wind on bombadil made me laugh tongue.gif, never seen that before, wp on both sides, that second defence was perfect from Dark.
#5MauHúR  Nov 17 2017, 19:58 PM -

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If you look closely, I throw down the 2nd HotKm right when my 1st Gundas scout the stables while killing that farm. Normally I'd go for the TaWD at that time but it wouldve made the upcoming counterattack way harder, if not impossible to hold, especially cause I decided to use my WC to secure that 3rd farm kill and he still had RC.

That dynamic is also the Nr.1 reason why I think that this MU isnt nearly as one-sided as some may think from the last finals. Going infantry only allows Ang to move into their comfort zone unit composition-wise. Even though I was relatively well prepared for his attack, it still dealt good damage to my eco and I had to chase the remaining infantry for a while until it went down. Now imagine this attack off a slightly better economy for MotW and maybe some creeping behind it.

#6brabox  Nov 17 2017, 21:45 PM -
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QUOTE(MauHúR @ Today, 20:58 PM)
If you look closely, I throw down the 2nd HotKm right when my 1st Gundas scout the stables while killing that farm. Normally I'd go for the TaWD at that time but it wouldve made the upcoming counterattack way harder, if not impossible to hold, especially cause I decided to use my WC to secure that 3rd farm kill and he still had RC.

That dynamic is also the Nr.1 reason why I think that this MU isnt nearly as one-sided as some may think from the last finals. Going infantry only allows Ang to move into their comfort zone unit composition-wise. Even though I was relatively well prepared for his attack, it still dealt good damage to my eco and I had to chase the remaining infantry for a while until it went down. Now imagine this attack off a slightly better economy for MotW and maybe some creeping behind it.

I may be misunderstanding but it looks like you're saying MotW need to build cav?
#7bushit  Nov 17 2017, 21:54 PM -
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this mu is interesting because men need something like 2x rax and cavalry

i think vs angmar, archers kinda slow you down cuz of angmar powers and possibility of wolf and dires. i like that effect

but dumb archers later are good cuz of fire arrow

and as ang it's fun cuz you can actually use numenoreans purposefully this mu
This post has been edited by bushit: Nov 17 2017, 21:58 PM
#8MauHúR  Nov 17 2017, 21:55 PM -

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QUOTE(brabox @ Today, 21:45 PM)

I may be misunderstanding but it looks like you're saying MotW need to build cav?

Yes.
#9DJ_Premier  Nov 17 2017, 22:31 PM -

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QUOTE(bushit @ Today, 21:54 PM)

i think vs angmar, archers kinda slow you down cuz of angmar powers and possibility of wolf and dires.

Yeah i agree, rax->range is just bad here. I've only ever felt comfortable going rax stables, and possibly double rax into stables.

QUOTE(MauHúR @ Today, 19:58 PM)
That dynamic is also the Nr.1 reason why I think that this MU isnt nearly as one-sided as some may think from the last finals. Going infantry only allows Ang to move into their comfort zone unit composition-wise. Even though I was relatively well prepared for his attack, it still dealt good damage to my eco and I had to chase the remaining infantry for a while until it went down. Now imagine this attack off a slightly better economy for MotW and maybe some creeping behind it.

It's also the reason i feel that the inn is really useful here too, allows somewhat early archers without having to build a range + money boost from creeping + Galadhrim Warriors feel a lot more resistant to riders so it's win-win.
#10Platino  Nov 22 2017, 13:23 PM -
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Dark played perfectly
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