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Multiplayer and Strategy Discussion
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Topic Subject: Basic Tactics and Strategies
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posted 03-31-06 10:00 AM EDT (US)   
Okay, rather than the advanced strategy thread that has all of its detailed requirements, this is for us "normal" players, there are no requirements save two:

1) Must be a real strategy/strength/weakness/build order/other tactic

2) Something quite simple, eg: "If the enemy is teching up to a land leviathen and you are Alin, send out Desert Walkers here and whatnot"
not something like "Once you have 500 timonium on the map "DESERTBRIDGE" then make so many of these squads, use pythagoras to find if the enemy base can be reached by the hypotenuse of the lower military district and breeched between its tibia and fibia"
That kind of stuff is for the advanced stratagy thread in the "other" section

I've decided to just put all the stratagies that are entered up here so they're easy to get to, when giving stratagies try to make it as obvious as possible which army its for, or if its just general so that i can put it in a category.

(Any tips'n'tricks not written by me have their author's name on the end of it)

-During battles... MICRO! MICRO! MICRO! It's by far one of the best things you can pratice.
Good micromanagement proves that its not the amount or strength of your units, its how you use them. Such as simple things like moving out of AoE spells like Industrial Devastation and Sandstorm to cut losses. Also, moving wounded squads out from the front lines so you won't lose them. Having certain units target certain enemies, which as soon as you learn the correct counters becomes very helpful. The worst thing you can do is blindly drag box your whole army and move-attack in the middle of their forces.[I Am Hollywood]

-The "common knowledge" of the game is that Alin are rushers, while Vinci are boomers. I contend the opposite - that Vinci has a stronger early game, while Alin a stronger late game. It's worth noting that, dollar for dollar, Musketeers will completely destroy Desert Walkers. Also, the Vinci will bring CWM to the fight. CWM are countered by Afreets, which cost more and can be dealt with rather easily by Musketeers. Exacerbating this, Industrial Devastation is far, far more dangers than Summon Army, particularly early on. On the other hand, the Alin get intense upgrades, and by the end of the game their basic infantry are nigh-priceless.[Carloz]

-When you're on the defensive, you want to look for the "turning point" technologically. Once you get that, you should be able to press that advantage into a victory before the comp can deal with it. Most people think that the turning point is a master unit, but if you can afford to build a master unit you've already won in my book.[Carloz]

-For Vinci, it's Air Cruisers. Specifically, once you get 3, the enemy's basic infantry won't be able to brave the teeth you've got set up for them. 3 is kind of an arbitrary number, but that seems to be the point where you can kill three or four units in about second.[Carloz]

-For Alin, it's Glass Bolts. I cannot stress enough how important Glass Bolts is as an upgrade. As soon as you get it, you go from getting owned by Vinci infantry to owning them. It's a complete reversal.[Carloz]

- Weaknesses - Holding your cursour over the portrait (in the interface) of an enemy unit will tell you how best to counter it!

- Trample trample trample! - When in doubt, trample, trampling is almost always waaaaaay better than fighting normally.

- Keeping your kingdom - This part is really important, in your empire, there is no need to leave a few squads at each city, if your enemy attacks he will go all out, not send a few units to each base, so you need to find a mid-point from where you can reach all your cities quite easily, keeping your army together means it is very very strong, keeping it apart means you can hold off attacks until help arrives, but by the time help arrives, the original defenders will have been likely butchered and so useless to you.

- Dominances - These things are PRICELESS! Do you understand? PRICELESS! The ability to call in some pretty decent help is always welcome, to be able to heal a tonne a bunch of troops in an area is even better if you use a few really strong units. and of course, the ability to call a cease fire cannot be overestimated, say you are under attack at a city of yours which is undefended, your main army, you know is much bigger than the enemies, so you do the cease-fire, get to his army and follow them, pummel em so that he has no army once the cease fire is over. turning enemy troops to your side is also great, especially if your eney is someone like cuotl/vinci as most of their units are tough nuts.

-Fire elementals - Wow... so far from what we've found in a fair fight between an unupgraded juggernaut vs an unupgraded fire elemental the fire elemental will pwn! also good vs cuotl, you should have about 2 or 3 with your army at all times

-GLASS GOLEMS - massive damage, massive health, massive. get a few of these guys and round off all your excess timonium with upgrades and DW and you should be set to take on most thinks, the DW can wipe out infantry units while the golems can act as tank-hunters, they're also great for trample and with glass upgrades they will be unstoppable, just watch out for juggernauts however!

For all those who haven't really figured it out yet, corruption makes every attack from a glass unit permanently reduce the enemies MAX health, and every new hit reduces their max health even more. So for instance, Vinci "Unit X" has 100 max health. A Glass golem hits "Unit X" once, "Unit X" has has taken 30 dmg, and had it's max health reduced by 10, so the unit is now at 70/90 health. The Glass golem attacks again, now "Unit X" is at 40/80 health. And so forth.[I Am Hollywood]

-With the alin, I would try building a military district and filling up your mining site first always, then set the scout to auto-explore, get a caravan going and explore with your starting units. so far i've found the best time to get a hero is a little after you've captured your first city and added 1 or 2 dstricts to it, and get a second mine just before you attack your first city.

-For alin heroes themselves...

SAWU - glass scimitars is great at level 2/3 for mowing down infantry, plus he doesnt take damage for trampling with them. summon marids is pretty decent if you need anti-air fast. glass prison is amazing! a permanent prison for enemies! plus it can make a MAJOR difference in a battle when the enemy finds their juggernauts are covered in glass (plus that screeching noise is just darn scary and ear-splitting) glass spider is... just wow, trampling wipe out everything, infantry gone in one hit, major damage, brilliant. plus the timonium bonus is really great

DAMANHUR - (i think thats how you spell it) good good good, fast, flying, strong. getting the size increase spell is great, just make sure you cast any other spells you want to before using it as you cant cast spell in this form. fire elemental spell is great stuff, i never got to see it fully upgraded but, if you're going up against an infantry army, then this thing could crush the lot of em with minimal damage to itself. not to mention the ability can be upgraded to allow you to summon more elementals. after this, theres the summonable salamanders, perfect for taking out ground units, and once upgraded they're pretty darn deadly too. the fire blast spell is good, but watch out, it hits your own units as well

DAKHLA - the sand warden, his resource cap bonus is nice as you will almost always be getting an excess of timonium in your vaults. the free scorpian is great for doing some good ol' trampling of course. wind defence is great for when your soldiers are still melee, just cast it on the enemy and let your troops run into it, they'll stay in it because they have to fight and so get the ranged defence bonus. summon sand horrors can be deadly if used at the right moment, since they are tough to kill (unless they are attacking on their own, in which case the enemy can just focus fire) they can wreck havoc behind enemy lines while you fight from the front, they'll send enemy troops flying thus stopping them from shooting and doing a good deal of damage as well. personally i dont think this one is *absolutely* neccesary, if you have an excess of resources then go for it, it can certainly help, but it's not worth saving up all your resources for (you could spend it better on upgrades, more units, districts etc) his ultimate, dune devils is a great spell, if you already have a glass dragon then you should be getting it, otherwise wait till you do. simply running into an enemy army with Dakhla and casting the spell will greatly tilt the balance of power in your favour, but make sure you use it at the right moment, when all of the enemy armies are using the majority of their army. but instead, you should really aim to get the sandstorm ability upgraded as much as possible, that one ability can wipe out entire armies with the damage it does. just make sure you get a good number of units covered. sand storm is no longer that neccesary as it was in the first demo since it was... *slightly* overpowered :P

- Tip - i try and keep at least 2 scorpians in all my games with my army, 1 is not enough, the enemy can focus fire and butcher it, 2 is good because they can cover each other, any more and it just gets better and better (though i wouldnt go above 5, that costs too much usually)

- Research - at the start its usually best to get the economy line or the evocation line for the alin, the economy will give you an unlimited supply of income, the evocation will give you a handy little army for attack and defence

- Why train when you can get freebies? - once you get the military line upgraded, it can be more effeciant to produce sand circles rather than build desert walkers etc. so either do some quick calculations in your head or try to figure out how much time you got left (if little, better to go with the sand circles)

- desert archers - its best to get the desert walkers ranged attack upgrade asap, because otherwise only a few can actually fight at a time

- whirling blades - DONT turn this on near a vinci hero! the doge especially as his mega blaster will prolly wipe you out completely, and don't do it if there are trampling units nearby either

- flying crystal ball - the air elemental that comes out of the magic box that can transport units should be used often, maybe not so much in single-player, but n multi-player there's nothing like unloading a gigantic army from a pair of sparkly red orbs

JUGGERNAUTS - does what it says on the can, virtually invlunerable (watch out for golems!) amazing trample, amazing damage and firing while moving, if ever there was a unit to boom towards, this would be it (unless you're aiming for land leviathen of course)

Giacamo - One of the best heros in the game for a microer, his abilities also make him especialy good for someone who prefers the turtle style of play. His final ability can be used to turn the tides of battles or to easily hold out against an overwhelming force until help arrives because when you use it, while not being destructive, it gives an AoE that makes some of your troops invincible for a reasonable amount of time. His other abilities range from very useful, to not so much. THe first ability he gets is IMO his best, it gives a significant heal to allied troops in a decent sized area, his second ability, while not doing significant damage, does nock over and stun enemy troops for a short duration. His third ability is most useful against large units and buildings, as he summons several demolition clockwork men that are like slightly worse infested terran from Starcraft. His bonuses are for lovers of CWM (clock work men). He increases the effectiveness and lowers the price of clockwork units. He also gives one bonus research point per lvl. [ZalTorin]

The Doge - better called the hero assassin because of his Pain ray ability. The doge is the Vinci's Damage hero, capable of dealing massive amounts of damage to any unit or structure. Once fully upgraded, his Pain ray ability can oneshot most any hero execpt for lvl5s and afew lvl4s. His other three abilities are just as good. He has noxious cloud for dealing with infantry units and amassed infentry though it will not be nearly as effective aginst human players as they will most likly move ther troops out of the cloud. His anti-building is the seige laser, which can be used to reduce even most cities with just that abilities use. His super ability allows him to call an artillery strike from the Doge Hammer, this calls in three or so shells that deal a massive AoE capable of delivering damage nearly twice that of the dust storm ability belonging to Dakhla. THe doge gives bonuses to the troops built in the doge statue and to the steam fortress units except the land liviathen [ZalTorin]

Lenora - The Vinci flying hero, she gives you bonuses to your gold income, and has one of the most entertaining hero abilities avaible, the pirate ability alows her to take command of several enemy units at a time, turning tides of battles and allowing you to have fun doing it. her other abilities can also let you have fun as well. Like the Alim flyer, she has a booster that increases her movement speed, her attack, and her health, while also making her plane look freaking cool. She is one of the best units for air supremcy players due to her bonuses to Vinci air units and her third power. Airburst devesates kills most any air units and can be used to nuke air heros as well. He final ablity is a killer AoE and great for destroying towns, as it is a multi-bomb mine thing.[ZalTorin]

- Never under estimate the telescope upgrade for the research lab, a permintant line of sight drawn form the building in any direction, crossing the whole map can be very handy [ZalTorin]

-The doom cannon, should be a master unit due to its power, while it is expinsive, it can obliterate any city with a single shot, but the most effective in combination with the telescope as you wont need to risk any troops to draw a beed on your choosen target. [ZalTorin]

- As any face you got to control the air! as vinci use pirta flyers for air to air and upgrade the air crussier so they have the bombardment tactic. With 3 of those on air bombardment i capped a city in like 30 sec. And when they sommoned an air hero it only took 2 pirita flyers to bring him down. [Chicken1010]

- Using the Clockwork men to trample works pretty stinking well :P I mowed down a unit or two with just one, and he didn't lose a terrible ammount of health... They'd be good guards against AI when he sends a couple of infantry to take a camp. [JediJacenSolo]

- Leviathan - it can move and shoot so move and shoot. it can trample so move and shoot and trample. it can burrow so burrow, move, shoot and trample. it can repair itself so burrow, move, shoot, trample and repair. it can annihilate one target so burrow, move shoot, trample, repair and blast the sucker that gets too close

- Ultra-juggernauts, these are the vinci equivelent of the elder salamanders, in other words a few of them can make up for a lack of a titan unit on your side, the huge trample is nice of courseso grind their bones to make your bread

- Prototypes, play the game on easy a few times, keep the enemy cornered but not killed (use turrets to make a perimeter) and then explore the possibilities of the prototypes, heck you may even want to note them down somewhere (and the order in which they come) no doubt a lot of people would find that helpful. but you yourself could plan your research movement, plus knowing what stage the prototypes can make a major difference to your army power can help a lot

-Remember! The Cuotl ultimate race ability can move, this is great for stopping somone who has massed infantry and has them all crowded together, plus the fact that if they try to escape then you can move the ability and follow them!

- Use 4+ death spheres when the cuotl are facing the alin (best on Summer's Heat Map) to charge down in a line through enemy territory. Set their stance to patrol, and DO NOT select any target's, just move them down in a line in the main part of enemy territory. This massacres alin foot units. [Evolved]

-The Elder Glass Golem built from Dark Glass neutral sites has a passive ability called Tear Wounds. The description basically says that each consecutive attack by this unit does FIVE times the previous. So basically this super unit was built for taking out other
super units.[I Am Hollywood]


The Mechanical Rush (For Summer Heat) :

This can be tinkered to fit your personal style,
but this rush is best utilized very early on,
a little while before a large city has been established.

It requires more Wealth early game, and very little timonium, so don't worry about securing additional mines.

Start off by building an Industrial District and Market.
Of course have your scout search for resource bonuses.
Build a research lab behind the base.

Now that you've got your basic economy set up.

Build a Military District and a barracks.
Upgrade the research lab to the Borehole set for Wealth.

Make sure you have gotten the Protolabs CW Sniper
Start pumping out several CWM.
And pick a hero (preferably Lenora IMO)

As soon as you have 3 - 6 CWM and your hero is almost complete,
make a beeline for the enemies starting city.

Meanwhile, your muskateers can attempt to cap another city,
and you can attempt to make your first Palace district.
Also try if you can to have enough industrial districts to
research Zeke as soon as you have your first large city.
All of this should be pretty easy considering you haven't been
building any muskateers, only CWMs.

Ok, so thats all happening at your base.
At the enemies base, he's probably throwing a hero and several
groups of infantry at you.
Luckily, CWMs can tear apart most infantry and the hero should go down
quickly if you focus fire with Lenora and the CWMs.

As soon as most of the defenders are down, take down nearby barracks
and hero spawns, and start on the city.
CWM's have a very good early siege attack, so a city should go pretty quick.
Also, if you're enconuntering some resistance at this point,
you may want to upgrade your Borehole for an increase in wealth.

As soon as Zeke is built fly him in,
His siege and battle forms will help immensely.
Meanwhile keep filtering CWMs and bring in your muskateers if you'd like.

[I Am Hollywood]


if you want strats for alin here is one of mine

at the start:
magus district
get your mine makeing 2 miners
research tresure
get your three DW squads beside nearest neutral settlement
get a merchant
set fire scout on auto explore

after that:
merchant district
fill up second mine
research land lore 1 and vigor 1

after that:
military district
build a mine at your second mineing site

after that:
attack and conquer nearest settlement with your 5 desert walkers (unless they also have 5 units defending, in qhich case, maybe wait for a hero)
get a hero as soon as you can (reccomend SAWU)

after that:
get hero and desert walkers to heal
repair new city
build magus district at new city
build sand spire

after that:
research mystic mines
get a sand circle ready, but dont tell it to make anything unless the enemy attacks, this is your fail safe
upgrade sawu's summon marid ability
upgrade sawu's scimatar ability

after that:
get the large city as soon as you can, but DONT SAVE UP, you get it when you are ready, carry on doing normal things like buildings more mines and conquering sites etc.

after that:
get glass citadel
get glass circle
get that glass golem build ASAP (this is where i got attacked by quite a large army in the game, the glass golem will REALLY help turn the tide of war)

after that:
pump out glass golems, once you have 4 use extra timonium for desert walkers and with wealth either upgrade hero or get unit upgrades (especially for your golems, not one should die)

from here on you have a decent foothold, the golems are deadly in every aspect and can be pumped out well once youve researched enough tresure and have enough merchant districts, but i dont reccomend building a eternal flame until later, unless you really need something from there



[This message has been edited by Shala (edited 06-03-2006 @ 02:40 PM).]

posted 04-30-06 10:05 PM EDT (US)     76 / 111  
Glass Golems are really slow in the second demo. Perhaps too slow?
posted 04-30-06 10:46 PM EDT (US)     77 / 111  
so far i've had no trouble whatesoever with wiping the sandy floor of the desert with the comp's butt (unless on sometimes on tougher and quite often on toughest) as alin, once you've got a "feel" for them things are simple, glass-bolt desert walkers act as decent cannon fodder who cost only a little timonium, upgrades can be used to upgrade your entire army (move faster, less cost, little attrition) and every unit (apart from the glass dragon) is mass-able, so far i've massed desert walkers, scorpions, fire elementals, salamanders, afreets, 5 rukhs (that's a lot really) and 12 glass golems, not in the same game of course, but i had these figures mid-late game-ish (15-20 mins) around final battle time for me. the alin were made for massing, not neccesarily rushing, but definately massing, the vinci are more experimental in nature, having lots of weird unique experimental stuff (high ramping) compared to the quite low alin ramping (well... thats how it seems to look to me, i havnt actually tested out this theory yet, but it was pretty costly for me to get multiple juggers as vinci)

with alin, you get an economy and use your army to defend your economy (booming/turtling basically) and you will have a huge advantage over your enemy as alin always seem to pull ahead with ease (things like mystic mines help)

i'm not sure that golems are actually slower now, their animation is due to their size, but i think it makes sense, they are the alin varient of the juggernaut basically and should be treated as such by both their owners and their enemies, heavy tanks


posted 05-01-06 11:32 AM EDT (US)     78 / 111  
hi all

I have some problems to win a game versus an thougher IA.
First of all, i m a french player (so bad english and troubles to understand jokes)
I like camping, booming
I have some skills (use to be a level 17 war3 1v1 player)
So, i need advices...
I play vinci (versus alin IA) and i need a very good build order.

Actually, i do :
market expand, a flying gold miner (don't remember the english name), 1 worker in the mine, autoexplorer for scout, military expand, a flying gold miner, a new mine, 2 workers
I m near 100 timo and 100 gold, so i build a hero... Giacamo. I attack the first neutral city
So, i continue to a barrack and a research lab and i do a mass clockwork men (no real need of gold in my build order at start). Market and i upgrade to a bigger city.
Then i run to juggernaut.
My specialisation powers are swaped like this (have 4 points) : one in each specialisation.

1) For me, it was a good build order because i own though IA.
But, in thougher.... too hard : first battle is ok but after... my jugger comes too late in order to counter attack-> the end.
Any subjections ?

2) In addition to this, i don't understand how is calculating the price to take control of a neutral city ! Sometimes it s cheap, sometimes it s free !!! and sometimes it costs an arm and a leg.

3) At start, is it better to pay to control of a neutral city or is it better to attack ?
What are the differences between a near destroy neutral city and a fresh one ? Is it so usefull to repair a neutral city ?

4) Is it possible in a thougher and thoughest to go to a fast 2 heroes techs ? to a fast air units without casern ? In general, is it possible to have no tier 1 units ?

5) is it easy to creep jacking IA ? (attacking IA when IA is already attacking a neutral city)

6) Do you buy a lot of neutrals units to help you ?

7) better to build clockwork men or better to upgrade the hero ?

please help me but answer, only if you know that it works versus an thougher or thoughest IA.
Thanks for this very good website (Didn't find any french fan site of ROL)

[This message has been edited by greystick (edited 05-01-2006 @ 11:35 AM).]

posted 05-01-06 04:41 PM EDT (US)     79 / 111  
this is what I do as vinci vs an alin on tougher.

Send scout to dark side via shift right click with 4-5 waypoints (he will collect all bonuses he spots.

Send one group infantry to exposed nuetral and take seen bonus and then go north for more bonuses. Send last soldier to exposed bonuses close to me via shift right click.

I build caravan, merchant district, caravan to expedite wealth.

I build a borehole and leave it on timonium initially. I then buy a timonium smelter (free clockwork men)

on my prototypes i do clockwork miners (1st 2) and then military units

I do first 2 timonium upgrades first in research, but because I am developing 2 research labs early, I can upgrade all 4 techs to level 2 before I gain large city.

Once I have smelter up, I build second mine, and switch borehole to wealth.

I build military district for pop cap and another soldier.

Summon Giacomo as soon as I have 100 wealth. I buy his steam blast and upgrade his other spell to make him level 2.

Switch borehole to wealth to purchase nuetrals or advance units more quickly.

build 2 xtra mines and miners.

I give my scout wp's between the center neutrals, if I see the comp taking a middle nuetral I disrupt his attack with my army, possibly stealing city. I purchase my close nuetral via wealth. If he is taking his close nuetral I take my own.

I then get level 2 city, aero drome and doge statue.

My army is then clockwork men, doge walkers, piratas, air destroyers, prototype units, nuetral units, and THE DOGE. I push opponents capital for the win. I will often raid with groups of 3-6 clockwork men at mines or far nuetrals if I am engaged with comp on other front.

I sometimes build barracks so I can get steam fortress and juggs, but this usually not necessary. Because of my research buildings I always have craft dominance for more front line fodder units (sand scorps).

posted 05-01-06 04:45 PM EDT (US)     80 / 111  
1) ask a vinci player

2) city price depends on how many units are defending it and how good they are, a city defended by 5 dark walkers will cost more than a city defended by 2 desert walkers

3) at the start you'll need the extra city, so i suggest attacking it, unless you are expecting a rush or it is too well defended, and you should repair cities, it doesnt cost too much and stops the enemy capturing it easy

4) yes it's possible, all are possible (though i dont reccomend going against ai without troops) but only use those if you know what you are doing (i've done those once, got beaten in the end against tougher, but they're ok to use [except the no tier 1, i dont reccomend that])

5) definately, just keep a scout nearby his troops and keep your own troops ready and out of battle

6) only from neutral sites, almost never from cities

7) clockwork men till you have at least 3, maybe 4, then hero upgrades, but a vinci player could answer it better


posted 05-02-06 02:01 PM EDT (US)     81 / 111  
Just a note for you guys to consider.

I'm no expert, but I believe that, overall, Vinci trumps Alin. I feel this way both when I'm Vinci or Alin. I am probably wrong and just don't play Alin the right way and have not encountered other players that play Alin properly, but right now that is my gut feeling. The ability to quickly purchase your way around the map with Vinci is just sick. In addition, the buildings are MUCH tougher. A Steam Fortress takes a lot to knock down and also fires missles - acts as a super forward tower. Overall, I see Vinci taking early map control and using buildings that fire to fight near when under attack. It's even more difficult since Vinci units are ranged out the gate, whereas Alin must get level 2 in order to research Glass Bolts. I don't know, just seems like Vinci pwns Alin.


posted 05-02-06 02:23 PM EDT (US)     82 / 111  
ok thanks guys, i will try your build order and try to tech versus thougher and thougest IA.
posted 05-02-06 02:29 PM EDT (US)     83 / 111  
np greystick

and i agree that vinci seem a little tougher, i have more trouble beating vinci on a difficulty than i would have beating alin on the same difficulty, it doesn't mean that i don't beat the vinci player, proving alin can be deadly in the right hands, just that the comp seems less able to see the stratagies available to the alin, try playing on hamachi maybe, might be some good alin players who could prove my theory


posted 05-02-06 04:12 PM EDT (US)     84 / 111  
(i m a bit surprised, someone understand my english)

Well, i m not very exciting by hamachi multi.
It s not very official so i m a bit afraid to try it. Moreover, i fell my weakness in this game so i prefer to perform my skills in skirmish for now.

You think here alin are underpowered ? I think a bit the same : low leveled heroes are better in vinci army and vinci has more tanker units. (glass golem is a bit long to build) Vinci has a lot of good upgrade with researh lab.
I hope for a good game balance for ROL.

I m a bit suspicious about the IA : in thougher and thoughest did it (she) win more gold and timo than in moderate and though ?

It s the first time that i post on an english forum, i m very pleased about your reception.
Be sure that i will continue to participate.

posted 05-03-06 06:18 AM EDT (US)     85 / 111  
it's okay, your english isn't perfect but it's definately understandable, i meant to Timeless_OmO when i said try playing hamachi RoL, i am pretty sure that toughest AI does "cheat" something like getting resources every 45 seconds rather than every 60 seconds, not sure about tougher AI

oh and bonjour et accueillir aux forums


posted 05-03-06 10:14 AM EDT (US)     86 / 111  
I *thought* he was French. The IA (Intelligence Artificiel) instead of AI clued me in.

Bienvenue! Alors, entre le deux (qu'on a joué), quelle race/equipe/faction preferez vous?

Vinci pour moi.

BLOODYBATTLEBRAIN, last of the Azrac warriors.
posted 05-03-06 03:05 PM EDT (US)     87 / 111  
Hmmmm, i m sorry but your french isn't really good

"Bienvenue! Alors, entre le deux (qu'on a joué)"
I translate in english :
Welcome! so, between the both (which we have played)...
that wants nothing to say
You certainly wanna say something like that "Between the two races we played, which one is your favorite ?"
In french it s "Alors, entre les deux races que l'on a joué, laquelle préférez vous ?"
Don't worry, lots of french have problems with their mother tongue.

I play winci (try)


"bonjour et accueillir aux forums"
-> hello and to welcome in forums
Maybe you want to say "hello and welcome in our forums"
In french it s "Bonjour et bienvenu sur nos forums"

But it s ok
Maybe that your first foreign language is spanish and the second one is french ?

If thougher AI doesn't cheat, i really don't understand why i loose. I use shortcut, ctrl+1->9 for units and building. I use most of my ressources (no stock).
With ennui's build order, i still loose. (and a big loose not a smart one).
I will find another build order... clock and mass air ? why not....

Someone wins versus thoughest AI ?

[This message has been edited by greystick (edited 05-03-2006 @ 03:44 PM).]

posted 05-03-06 06:07 PM EDT (US)     88 / 111  
i won ONCE... in this demo, a lot more often in the older demo, it was mostly luck i guess, having adult salamanders to face off his musketeer hordes, some fire elementals for the clockwork men and hero, a circle pumping out desert walkers...

oh well, trying to beat it again now :/ (and keep the replay)

seeing as i play against the vinci comp quite often now, i can tell you which strats seem to work well against alin i think. juggernauts may be thinking too far ahead, but they should always be what you are aiming for, the land leviathen will not be able to make up for its cost so quickly. steam cannons are absolutely baneful for alin, they rip apart my army and do massive damage alongside that, an industrial destruction coupled with a barrage of them will seriously damage any alin player.

oh and french isn't my second language...'s my third :x


posted 05-03-06 08:31 PM EDT (US)     89 / 111  
Argh, French is your third? I hate people like you who just master languages at the drop of a hat. My best friend, for example, learned in the following order: Russian, Ukrainian, French, English, Spanish. Her English is a few levels ahead of my native speaker status.

On topic: Hamachi is perfectly safe, so don't worry about it.

I dunno about you guys, but I'm finding salamanders aren't able to pay back even half their price. They're too slow to retreat with when you need it, and simply don't do decent damage compared to scorpions. They also seem pretty fragile when I use them, and easy to deal with when I fight them.

posted 05-04-06 05:27 AM EDT (US)     90 / 111  
hmmm... i got the exact opposite impression with salamanders, they can wipe out whole columns of infantry, do great damage to vehicles, have MASSIVE area effect blasts and awesome trample and can be moved with a transport AND because they cost so much to make, you can have an army of desert walkers as cannon fodder for em, i just played the game on tough trying out all the possibilities i don't normally do or havnt tried in the second demo yet and i've found that not all of them are really that bad... at all, including salamanders, evocation line, damanhur (those fire golems of hers PWN everything >_< ) and even afreets, oh yeah and i tested out the alin fire scout's gate ability, and it is pretty awesome! instant moderate sized area transportation to the capital! just bring about 3 or 4 along with your army and you'll be able to teleport most of em back (if not all) to your capital with ease


posted 05-04-06 09:00 AM EDT (US)     91 / 111  
Lol I was pretty tired when I wrote that, and wasn't thinking straight. Normalement, je n'ai pas de problems avec français:P.

I read somewhere aboout Juggernauts, which I normally never build because they cost so much. I built one and sent Giacomo with 3 musketeers and 5 CWM and a juggernaut. CWM to rip up building, musketeers for harassment, and the juggernaut as anti infantry. It was a bit of a lopsided battle lol.

BLOODYBATTLEBRAIN, last of the Azrac warriors.
posted 05-07-06 12:46 PM EDT (US)     92 / 111  
I win in thoughest now !!!
Micro is the important. No real need of a fantastic build order.
Just rush IA (his first expand) and it's ok. I buy my expand
In fact, for vinci, there are no real need of jugger but steam cannon are really incredible : fantastic range and damage. I build 3 and only 2 jugger. Pirates and clockwork are the other units. Nevertheless i don't use spider (don't really need them) and the ... most powerfull air units named.... Don't know if it's good to avoid this kind of units.

I think i m ready to try multi.

posted 05-07-06 03:00 PM EDT (US)     93 / 111  
rushing seems the only way to beat the comps on anything above tough, i've yet to see or hear of someone beating a comp after a game has gone on for 15+ mins


posted 05-07-06 09:07 PM EDT (US)     94 / 111  
Tried out a few more rounds of stubborn fire-army starts. Salamanders are good, but more so than most units seem to need to be massed. And Juves cost too much for their lack of HP. Afreets are practically necessary early on to deal with the inevitable CWM swarm. However, for dealing with early Vinci, which is the biggest problem for Alin ATM, Fire Circle seems to be the best option.
posted 05-08-06 01:02 AM EDT (US)     95 / 111  
You don't really need to rush - just fight it on multiple fronts, buy sites at the right times and aggressively raid and attack it's expansion efforts. You can beat it quite easily this way. This works for tougher, at least.
posted 05-09-06 12:04 PM EDT (US)     96 / 111  
updated - no new stratagies this time, just some pics rather than dashes and writing for the different sections, which reminds me... seeing as you americans now have the retail version, how's about some more tactics for the cuotl? seeing as they so far have the smallest section :x


posted 05-10-06 05:44 PM EDT (US)     97 / 111  
I've noticed a few misconceptions cropping up as of late while I've been over at

A Glass Golem does NOT counter a Juggernaut... in fact the Juggernaut pretty much pwns a Glass Golem in nearly every situation. The absolute best counter, is a Fire Elemental. This thing murders Juggernauts. In general, anything with a Pounding/Ignore Armor attack will be optimal agaisnta Juggernaut, but anything flying will do just fine as well.

RoL Online: Ayestes Ayestes
posted 05-11-06 06:48 AM EDT (US)     98 / 111  
updated - cuotl ultimate ability and glass golems redone and fire elemental added


posted 06-03-06 11:52 AM EDT (US)     99 / 111  
You know Storm, from the games we've played, I haven't really seen many glass golems moving around :P. We both seem to focus on Fire Elementals rather than Glass Golems :P.

Actually, when you think about it- they both fill the same role on the battlefield- taking out large, single targets. HOWEVER, the Glass Golem is a lot tougher, can trample, and has better siege, hence the weakness that he's slow, land-based, and more expensive.

The thing is that between Sand and Fire units, I spend enough money on never see me getting glass units, and I usually just see you mass Fire Elementals to deal with large targets, and you use sand troops to handle the rest. I feel that with the investment in upgrades for sand and fire units, you don't get as much bang for your buck with Glass Golems.

I go into every game with the ultimate goal of getting to a Great City. As such, I try not to linger in the Large City phase for too long, but only if I am forced into a war in that stage will I use Glass Units....because I have to :P.
You should mention that unupgraded, Fire Eles do 11 damage, but fully upgraded, they do almsot 21 damage...that's just.....WOW. Fire Elementals are SICK when their damage is upgraded to that extent!

You should also mention that Maelstrom isn't that great :P.

GRUNT'S UBER COMICS OF DOOM! READ!,91,0,10]z00t[/url]
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ESO name:[/b][url=]z00t
posted 06-03-06 12:04 PM EDT (US)     100 / 111  
yep, i'll be updating it at some point with new stuff, all the stuff here is still pretty much pre-release for the most part i think... though some people who got the real game posted some tips 'n' tricks too


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