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Rise of the Witchking 2.01

What a nice MU.

#1^WiLL^   Apr 30 2010, 18:46 PM -
Dwarves & Elves
    Dwarves - your stance usage was shocking to say the least :( , Defensive mode when attacking other units, Aggressive when attacking structures.
  • Also you should maybe have gone for Isengard, rather than Angmar, as the Elven Cavalry could continuously trample the Wildmen whilst the heavy Dwarven Infantry prevent the Isengard player from making the powerful Pike + Wilds combo.
    - After two battalions of Cavalry the Elven player could just have kept Angmar busy with Barrack units, with the Lancers continually trampling Wildmen this would be very effective.

    Elves - Too many wasted Horses unfortunately: don't trample with 1/2 a battalion - build a Mirror of Galadriel to heal and replenish your Lancer Battalions.
  • Despite a seemingly promising early attack, Elves and Dwarves, you needed to keep up the harassment, which unfortunately, you didn't.


    Angmar & Isengard
    Angmar - you had a rather large army of Axe Throwers at one point during the early rush, which were meleeing the Dwarven Infantry. Either retreat them or summon some Pikemen/ Gundabads, but don't waste the Axe Throwers.

    Isengard - Nice fast Uruk Pit, but you seemed to stop production for a bit when you were harassing the Dwarven/ Elven resource buildings, spam is key to Isengard's game - against players on better form you would have struggled.
  • You did well to hold off early rush, but then Isengard could have crippled Elves with the huge Angmar army that amassed up rather than just sitting back for a bit and upgrading your Clan Steading.

    General Points
  • Delete your Mills, don't just feed XP to your opponents.

    Hope this helps :)


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