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Before we begin...
Thanks
to YRM for letting me use some of his character models,
they simply own. And thanks to Angel for sending me
replays of great games like this one =] It's just a
little over 1 MB big so no problemo right? Please
maximize the window, and use as high resolution as
possible. Anything less than 1024x768 is not
recommended. Sorry if there's something I didn't explain
correctly, please correct me in the comment section. Now
on with it!
Introduction
In this
report, Angel{mit} faces off with DuDeY, one of his
friends. Both Angel and DuDeY have been playing
Strifeshadow since the alpha stage, so they are all but
new to the game. They also know each others game style,
since they have been playing together for so long, which
might have some drawbacks ofcourse, but rest asure,
we're up for a really great game tonight as these
veterans square off!
The map
used in the upcoming showdown is Forest Of Colors. It's
a four player map with starting positions in each
corner. As the game starts, Angel is in command of the
Dark Elves in the north-west corner, while DuDeY is
given control of the feared Accursed in the north-east
corner.
First minutes
Angel
is no coward, he starts the game by building no less
that five aether towers in his base, giving him a huge
resource intake early on, but unfortunately also forces
him to delay troop production. DuDeY probably knows that
Angel will do this, still he does not try to rush, but
chooses to set up his own chain of aether towers. His
only number four, but that is still a significant amount
of aether. Both players soon start troop production.
Angel orders one of his kobold slaves to construct a
workshop for gremlin carvers, and on the other side of
the map, the accursed DuDeY builds his first blightstone
for skeletal slashers. Both players invest in
ikon/arikon mines, providing them with resources
necessary for high tech units.
Because
both players powered hard in the beginning, they also
built a bunch of traps. Traps are devices built by peons
that attack enemy units that walks over them, just like
the spider mines in Starcraft. These traps are placed in a
strategic position in each players choke point, forcing
any attackers to take damage. In DuDeY's case, attackers
can't even get through his bone spurs without stopping
to attack them, while Angels spike traps simply thrust
spears into their enemies from the ground...it's quite
nasty.
Angel
is a bit more successful than DuDeY when it comes to
scouting, his kobold slave gets a good look around the
accursed base and then barely escapes the sharp swords
of the undead defenders. For additional defense, Angel
constructs a gremlin turret. Gremlin turrets are defensive
buildings, like the cannon towers in Warcraft 2, or
photon cannons in Starcraft. They attack both air and
ground units.
First attack
None of
the players attempt to rush, instead they sit tight in
their bases and tech silently. Silently as in deadly,
that is. Angel builds a dark elven conclave, in which he
can train the dark elven cabalist and more importantly
(for this game), warlocks. DuDeY constructs a
strifeshadow node for necromancers, and an ebon
boneworks. He also adds a spirit beacon at his choke.
Spirit
beacons are defensive structures, just like the gremlin
turret.
Soon enough
two bone juggernauts and a ghostship are visible in
DuDeY's accursed camp. Two necromancers and the
juggernauts are loaded into the ghostship, which then
turns towards the west and accelerates.
The accursed forces are then unloaded onto the
ridge surrounding Angel's base, but as I previously
mentioned, neither of these players are new to the game.
Angel has a chaos manowar (transport) on it's way to
DuDeY's base, loaded with a handfull of troops, and he
sends it back to defend. The dark elven defenders are
unloaded onto the ridge, and their presence is enough to
force DuDeY to retreat his valuable tech units. In the
picture below you can see the ghostship leaving Angel's
base.
Troops
being unloaded from a chaos manowar (the creepy eye
thing =])
In the
spirit of YourRoleModel I bring you two big collages of
screenshots I put together...it should give you an idea
of how the two bases look:
Notice DuDeY's
bone spurs at the choke. Inside the ring of spurs you
can make out his blightstone. The blightstone heals all
DuDeY's soldiers within a certain radius, making this an
excellent position for it as any attackers will be met
by constantly regenerated warriors. You can also see
that both players have extended their aether tower
network beyond their bases, using transports to move
peons to their ledges to build aether towers.
Inside DuDeY's
base the production of locusts has begun. In the picture
above you can see two necromancers summoning locusts,
they're in the top left corner with red spheres around
their heads. Locusts are basically the accursed version of the
zerg mutalisk in Starcraft. In Angel's base, a dame
(spellcaster) has emerged from his dark elven conclave,
is this really a place for ladies?
The Flying Menace
DuDeY's first two locusts now approach Angel's
base. An unfortunate warlock, left behind after the
first battle on Angel's ledge, is attacked by the flying
assassins. In panic he casts shrapmetal on them (like
psi-storm), but he cannot prevent his own death.
Ironically his last hitpoints are taken by his own
spell.
Another
shrapmetal combined with heavy anti-air fire from a
nearby gremlin turret drives the locusts away... for a
while. The two bone juggernauts are again unloaded from
the ghostship and the locust menace returns to protect
them. Three gremlins fearlessly charge the juggernauts,
but the omnipresent locusts end their lives. The
juggernauts then open fire on a nearby ikon/arikon mine
and destroy it. Soon Angel unloads six gremlins and a
warlock on the ledge, but the accursed forces again
retreat before he can harm them, leaving the dark elven
forces full of frustration. Back in DuDeY's base three
necromancers are busy summoning more locusts...
Juggernauts are siege units, just like the
ballista in Warcraft 2. It can only attack from a
distance, thus attacking them with melee units like
gremlins is a good idea. However, attacking the airborn
locusts with gremlins is not as smart.
DuDeY refuses to let up the pressure, and sends
his three new locusts along with his two old ones to
Angel's base to cause trouble. They kill a defenseless
slave attempting to construct a gremlin turret to the
right of the ledge (where all fighting has been going
on) and then assaults a warlock on the ridge. The dark
elven dame i mentioned earlier casts something on the
locusts that most likely deserves it's very own X-Files
episode. Whatever it was, it makes the locusts retreat
in disgust.
Front Assault
At this
moment, Angel has more aether towers than DuDeY because
he has expanded beyond his choke, close to the middle of
the map. DuDeY has only taken the sources in his main
and on his ledge. But although Angel's income is
greater, he has much less aether stored. He has 1085
aether while DuDeY has 3800. This is truly a bad thing
for DuDeY as he isn't macroing very well. He does
however hold the initiative, and he is the only one that
attacks.
DuDeY now opens up his choke by destroying a few
bone spurs with his skeletal slashers. He secures the
area outside his base with five slashers and his growing
force of locusts. A few of the slashers run into a
gremlin turret next to Angel's most remote aether tower
close to the middle and die.
DuDeY: It's amazing how much they move when you
don't want them to
The
distance between the bases isn't very big. To get rid of
the turret, DuDeY advances his two bone juggernauts, and
as Angel tries to engage them with gremlins he throws
another factor into the fight. He has a dire changling.
It's similar to the lurker in Starcraft, but it's
visible and only attacks one unit at a time. The
gremlins focus fire on a juggernaut, but retreats before
killing it due to the dire changling. However, after the
retreat, two gremlins attack again for some reason,
apparently without an order to do it =]
Angel: It's amazing how much they don't
retreat
After repulsing the defenders, DuDeY launches his
attack. Skeletal slashers engage gremlins while
juggernauts lay waste on the gremlin turret. The
juggernauts then rain artillery fire down on the
gremlins and two archers that have entered the fight,
killing many. The locusts decide it's time to interfere
as all the slashers have died to the dark elves. To
counter the locusts Angel has switched from gremlin to
marksman production (archers), and four more marksmen
arrive to fight the locusts. (Angel has upgraded his two
workshops and can now produce six units at a time
(combined).
A
juggernaut dies in the carver/marksman vs
locust/juggernaut battle, and when the locusts move
around to behind the marksmen to kill a slave building a
gremlin turret, the second one dies aswell. Now two more
slashers arrive, but it's too late. The locusts retreat
home, and the slashers give their lives to prevent the
marksmen from persuing them.
Revenge, Almost
DuDeY
attempts to expand with an aether tower outside his
choke, but almost instantly Angel kills it with a group
of marksmen. Just as the tower is destroyed, DuDeY's
locusts and some slashers appear. A warlock that was
following the marksmen unleashes two shrapmetal spells
on them. One hits the slashers and one hits the locusts,
both perfect hits. However, only one locust dies, since
the shrapmetal kills at a rather slow rate. DuDeY kills
the warlock and then attacks the archers. His
locust/slasher combo overwhelms them
easily.
Angel's chaos manowar (the transport) is
positioned about a screenswidth to the right of DuDeY's
choke, and it's just too tempting. He attacks it with
the forces he killed the marksmen with, and then
continues on a rampage to the west. The locusts get to
Angel's base first, and meet a group of seven marksmen.
He doesn't want to attack the marksmen, so he swings to
the south and kills a warlock and then attacks an aether
tower while the slashers engage the marksmen.
Unfortunately the slashers are outnumbered and most of
them are killed. Some retreat home with the
locusts.
Payback Time
Angel
constructs a gremlin furnace in his base, with the
intention to build grenadiers. Grenadiers are siege units, much
like the bone juggernauts. He also lures four slashers into
his defenses and kills them easily, which DuDeY doesn't
like. All he has to say about it is "OH MY GOD". That
can't be positive =).
Now
DuDeY has again expanded beyond his choke, below his
southern ledge. Since he just killed alot of slashers
and some locusts, Angel decides to attack. His forces of
marksmen, gremlins and warlocks attack the newly built
aether towers from the south-west, and kills them all
before DuDeY can do anything about it. He then positions
his marksmen just below the ledge so they can shoot at
the towers up there. After he kills those three towers
aswell he pulls his troops back to the middle. On their
way they walk right into a caustic ooze trap, quite icky
:].
Angel now has troop production maximized, and he
still has less aether than DuDeY although his income is
greater. Things are looking grim for DuDeY as Angels
first grenadiers advance towards his base.
It Ain't Over 'till the Fat Lady
Sings
To aid
his defenses for the upcoming battle, DuDeY again seals
his base with bone spurs, indicating that he is bracing
himself for the final battle. He has three shade tyrants
now. Shade
tyrants are spellcasters that cast "leaping blight",
which is similar to chain lightning for those of you who
have played Heroes of Might and Magic. In case you
haven't, it's a spell that hit one unit, then jumps to
two others near the first one and so on.
The
battle is far from over to DuDeY it seems, as he attacks
once again with his locusts. This time he strikes in the
top middle of the map where Angel has recently built an
aether tower and an ikon/arikon mine. The locusts kill
the tower and two slaves before being chased away by
marksmen and a threatening warlock.
Final Showdown - the Fat Lady Sings After
All
As
revenge Angel lauches a full scale offensive, setting
his entire army of gremlins, marksmen, warlocks, dames
and grenadiers in motion towards DuDeY's choke point.
For a while the bone spur wall holds him off. Meanwhile
Angel's grenadiers upen up a can of whoop-ass and
injects it with a rusty needle into the heart of the
haunted spirit beacon defending the choke. Eventually
the gremlins and archers destroy the bone spurs and flow
through the openings at an incredible speed. Not even
the shade tyrants can save DuDeY now, but hell, the
leaping blight is cool as ice. The dark elves massacre
the accursed forces and dance polka on their
bodies.
Post Game Rambling
The
winner is Angel{mit} just in case you didn't read the
report or looked at the pics. This might seem like a
beatdown, and if it does that's probably my fault,
because as I understand it these players are about
equal. Thanks for letting me report it! GG gentlemen,
and...
Lessons learned:
-Don't
be out-resourced
-Keep
making units, spend all your money
-Don't
attack marksmen with locusts
-I
can't make large pics, don't know why, someone teach me
:(
Angel's thoughts about the
game:
AngelMIT (00:15:27): since he walled
off AngelMIT (00:15:32): i knew he was gonna
try to drop
AngelMIT (00:41:11): haha can me and dudey macro
worse? AngelMIT (00:41:16): rofl AngelMIT
(00:41:21): he died with like 2500 in bank AngelMIT
(00:41:39): we micro great! AngelMIT (00:41:41): our
macro sux AngelMIT (00:44:05): he was making
air AngelMIT (00:44:13): but forgot that blighstones
make units too!
That's all for now, I'll be back!
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