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 Defensive Strategy +1

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sgtice
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PostSubject: Defensive Strategy +1   Tue Aug 11, 2009 7:18 pm

THIS STRATEGY SHOULD BE KEPT IN GUILD AND TOLD TO NOONE, IF YOU HAVE QUESTIONS PLEASE ASK AT THE BOTTOM OF THIS POST THANKYOU!!
Defensive Strategy +1


Tips and Tricks
  1. Teleporting Pillars

  1. There are pillars at point 5 (closest to our base in middle road)
  2. And point 6 (closer to their castle still in middle lane B)
  3. There are also these pillars along the side route too,
  4. If you have to switch pillars you can cancel the quest in you quest log and click new pillar.
  5. In order to use the pillars you will need to click on the pillar and accept the mission.
  6. When you die, you should get buffs from EP buffers and then enter the BIG ORANGE circle.
  7. Pillars only work ONCE. You will have to accept the mission again if you want to teleport once you use it.
  8. The Pillars DO NOT work if the pillar is destroyed by the opposing team. The pillars respawn every 5 minutes.

Lanes
    There are 3 Lanes on TW map.
  1. Lane A (Left lane)
  2. Lane B (Middle lane)
  3. Lane C (Right lane)


Strategy

  1. This Strategy will be slightly different form last weeks Attacking Strategy.
  2. This Strategy is called +1 and takes a lot of coordination so please pay attention.
  3. Read each teams job even if you know you won’t be in that party, so you understand each parties purpose.
Scouts
  1. We will be having 3 Scouts two dead and one alive.
  2. Scouts are Very Important in strategy.
  3. Scouts should be some of the ONLY people talking in guild chat along with commander and GM.
  4. A Dead Scout is a person who flies to the opposing base and parks them selves in the air.

  1. This Scout stays there FOR THE ENTIRE TW.
  2. The Scout will likely die but will stay in that spot and still be able to report and see.
  3. Scouts should be parked in between either lane A and B or in between lane C and B.
  4. Scouts should be close enough to see inside their base, lane B and their crystal.
  5. A Scouts job will be boring but will be Very Important to Strategy.

There is a certain way for scouts to Report.
  1. If they see two carts coming out of lane C gate they will say “lane C/2 carts”.
  2. If they see 4 carts going to Lane A with one escort team. They then say “Lane A/4 carts/ 1 escort”.
  3. Now scouts have to be very observant, and make sure the catapults go down the lane that they called out and do not switch, and run to the middle lane B.


The 3rd Scout
  1. They will be mobile on a pet ride at ALL times.
  2. Their job is to run down the middle and report how UNITY is doing, where most of them are, and how we are progressing.
  3. They will also be talking about the enemies movement.
  4. Example: UNITY is at POINT 5 (first pillar) holding there.


Catapult teams
  1. A cart team consists of 2 WBs, 1 WR, 2 EPs.
  2. There will be two cart teams in total.
  3. The cart teams will mainly use either lane A or lane C and are told where to go by the commander.
  4. The cart teams STAY together.
  5. They then travel to the base to destroy either one tower or both in their lane and then press to the crystal.
  6. If they die they wait for the WB to get cart and go off on lane A or C again.
  7. The Catapult team Never Defends.


Attack teams

  1. An attack Team's main priority is listening for orders from the commander.
  2. They are to escort the Catapult team throughout lane A or C and to clear the way for them.
  3. Attack teams regroup at the middle gate.
  4. Attack teams are told to gather with the Catapult team in ether lane A or C by the Commander.

There are three main stop points along the lane.
  1. First Pillar
  2. Gate Towers
  3. Crystal
  4. Attack team can gather or be told to go to any of these points.

!!!Attack teams can be called back at any time by Commander if needed for Defense.!!!

Defense teams

Lane A Defense team
  1. The main job here is to defend lane A Gate.

Lane C Defense team
  1. The main job here is to defend lane C Gate.

Defense team A and C
  1. SHOULD help each other ONLY IF the opposing team is coming with catapults.
  2. The Leader of Def A and Def C should be communicating at ALL times.
  3. Defense team job simple and easy. It maybe boring at sometimes, but everyone plays a part.

MAIN Defense team
  1. The main job here is to defend the middle gate and hold point 5.
  2. The bulk of unity will be on these teams.
  3. This Team goes to whichever lane is important, and is usually Lane B and middle gate.


Support teams
  1. The Support team is the main job and why this tactic is called +1.
  2. The main job is to Defend the Gates unless told to attack by commander.
  3. The support team will be running a lot, and will need to be able to get to each gate fast.

1. Support teams use whatever is necessary to get to each gate.
  1. Skills, like EA Speed buff or WR run skill.
  2. Mounts
  3. Speed Pots
  4. Genie Skill, like Deity’s promenade.


Explaining support teams further:
  1. When a Scout calls out (2 carts/Lane A) that means one of the support teams should go to gate A at our castle and defend AT THE GATE.
  2. Only one support team goes over to Lane A Gate because the Lane A team should already be there!
  3. It is hard for anyone to get through the gates and will be vulnerable to WR AOE stuns.
  4. The gate Towers are also there to help the Support Teams.
  5. If a Scout calls (Lane C/2catas/1 escort. That means 2 support teams have to go to Lane C gate to help the lane C defenders. (See how important you Scouts are.)


Buffers
  1. A couple of EP buffers stay at the base Purify and Buff the dead.
  2. This is important because Buffs can ether win or lose a battle for someone.
    Over All Strategy

1.The main teams will be holding the middle at point 5.
  1. That means WE DO NOT GO PAST THE FIRST PILLAR.
  2. Except for Catapult team, escorts and scouts.

Explanation:
  1. By making this point so close to our base we are creating a Defensive Wall protecting our base.
  2. We will have everyone really close also, remember the pillar makes a great teleport spot for back up people.
  3. So please remember to use the pillar, and click the pillar each time you use the teleport (orange circle).
  4. Holding strong and defending is our best way to defend.
  5. Even if they break through our defenses and get to our crystal. We can push them out before crystal is destroyed.

Points to remember:
  1. The Crystal has a very high regeneration rate.
  2. If we can hold the Enemy back they will be spread thin and become easy to pick off
  3. We can win from tactics, listening to orders and catapults.


Special thanks to walker for telling us this strategy.
~another special thanks to Mina_,ReOn and Amyra for editing and helping.~

~*always your best friend sgtice*~
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Walker
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Join date : 2009-08-07

PostSubject: Re: Defensive Strategy +1   Tue Aug 11, 2009 8:33 pm

2 things u may want to edit/add in.


1. if u look at the map, point 1 is very close to the enemy. It is an ideal point for ATT teams to bind to, so once they die, and get rebuffed, they jump into the big orange circle and get teleported to point1, to help protect the cata team pushing down lane A[Lane A is the ideal lane to push becos of point 1 tele pillar]


2. didn't really point out why the strategy is called +1 in your post. I put it simple for the rest to read here. Let's say the enemy has 2teams defending crystal and 1team defending Lane A. you gonna face 3 teams stopping your car team then. So you need 3+1=4 escort teams pushing down lane A[this is excluding the 12 members in 2 car teams]. Similarly for defence, If you know roughly how much people are pushing with their car teams, better make sure you have +1 more defending teams than them. Where do you get so much manpower from? that's why people need to know to use their teleport pillars, their town scrolls, their 1hr tele spell, their mounts and etc. especially ur elite SUP teams. make sure they know to reinforce wherever it is important.

I sum it up with one important line,

You win wars with good manpower management.
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sakurano
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Posts : 6
Join date : 2009-07-29

PostSubject: support team   Wed Aug 12, 2009 2:12 am

as i read through our rules of engagement, i found that there is ambiguity of role to our support team management. although its our backbone of defense.

Support team role
QUOTE
"b. The main job is to Defend the Gates unless told to attack by commander."

the only order it receive is an order to attack issued by commander

plus

additional explanation
QUOTE
"a. When a Scout calls out (2 carts/Lane A) that means one of the support teams should go to gate A at our castle and defend AT THE GATE."

thus conclude that support team is autonomous.


1st question : where is their stand-by position? inside or outside the wall? if they are on stand-by, by any chance are we losing 3 times 6 people doing nothing? that will makes main army - 3 and assuming we are fighting enemy with same strength, -3 is big.

2nd question : if this support role, serve like reserve army i.e. army to patch any discrepancy within battlefield. then, how you would make sure, support will know, defense order is issued, and which support team should support which lane. in this essence, it is clear that, support team cannot be autonomous.
revision of the QUOTE
"a. When a Scout calls out (2 carts/Lane A) that means one of the support teams should go to gate A at our castle and defend AT THE GATE."

should be
"a. When a Scout calls out (2 carts/Lane A) that means one of the support teams will be ordered by the commander and must immediately go to gate A at our castle and defend AT THE GATE."

assuming commander do both offense order and defense order. this to prevent the situation where, all support team go to defend, make it no longer +1 strategy. or, none of support team go and defend, because all of them thinks, others are doing it. in support of this argument is that, support team does not have privilege to talk on guild chat so its harder to organize or exchange information if they are made autonomous. i foresee a sloppy defense if they are made autonomous.



another issue that may happen.

lets assume we have 3 support team a,b,c

in simple term :
Lane A/2 carts/ 1 escort COUNTER def lane A + sup.a + sup.b
Lane C/2 carts/ 1 escort COUNTER def lane B + sup.b

in another interpretation

2 party in lane A with 2 party lane C, we need to counter with +2 in worst case scenario. let me be stupid and ask, what happen when +1 condition wont be satisfied by available support team? will commander take an offense team and fill the gap? ok lets say you think. "ok lets increase sup. team to 4" but what-if they throw 3 party on lane a, and 2 party on lane c. we will need, 5 support party. and it can keep increasing. the main question is, what-if, there are not enough support team to maintain +1 condition


***suggestion***
I see unity has gone complex structuring. if you are going this detail, then you could also define the commander position, what she/he can or cannot do, prior, on, and after the battle. and please, way BEFORE tw (1 hour before minimum), post the commander position on manifesto. i do not think commander position is so secretive to be hidden, AFTER we start the war..

appointing vice also a wise idea, in case commander dc or just run out of idea.
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sakurano
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PostSubject: Re: Defensive Strategy +1   Wed Aug 12, 2009 2:28 am

ah another thing i may add..

because i never seen, our catapult gone other way, than the paved road of lane a, b, and c. i assumed that, catapult can only go on the paved road. if this is true, then, when catapult team goes on attack on lane a or c, corresponding lane def team should accompany the catapult team. i.e. when catapult attacks on lane a, lane a def party should also come with the catapult team, but just as far as the enemy's gate. this is because, lane a defense team can intercept enemy's catapult earlier, and also can help catapult team push forward. and this means catapult team will always have +1 escort, when going through lane a, or lane c.

well i foresee the issue where, the lane def team is wiped out at front gate, or at towers before gate, but if we have specialized scout, lane def team should have plenty time to return to castle and intercept any incoming enemy catapult teams.
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sgtice
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PostSubject: for your questions   Wed Aug 12, 2009 3:07 pm

Ok you have alot of questions and remarks, so i will try to get through them all, if I missed any please let me know, also walker if i get anything wrong let me know. p.s. Walker will most likely be commander.

The stand by position is with the main defense team, or point 5(closest pillar to us). if the enemy has back'd us up to our gate then standby position is at lane B gate. we want you outside of our wall unless pushed back by enemy to our main middle gate. and you are not technically on "stand-by" you will fight with main defense teams holding poistion point 5 until you are instucted by the commander to leave that post and go to ethir lane a or c gate. also one of your questions is what if we dont have enough support teams.. well u basically answered your own question, yes the attack teams will immediatly fall back to help. but usually they will not send THAT many..please rememebr no one will be going past point 5. except the escorts and catas... now you also said why not the def A team go with the catas to attack.. this is simple, remeber that Def A and C are HELP each other. so they cannot leave there post b/c it will be too hard to get back in time, and they will be able to do damage on the towers.. alot of towers...also please remeber support teams will ONLY BE DEFENSE THIS TIME AROUND. we want to try to make this perfect so we can defend against stronger oppenents... also if +1 cannot happen for some odd reason will have to go +0 or -1... but please also remeber if u die u will be VERY close to the gate and thus coming back almost immediatly)with ep buff and purify)
well if i missed anything please let me know;)
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frannz
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PostSubject: Re: Defensive Strategy +1   Thu Aug 13, 2009 5:22 am

everythin good but:
1. u want 3hr TW os ro? (bcuz our chances to destroy enemy crystal are kinda like lotery or so) what about hieros? in that way every1 need plat fu or so affraid

2. how u want to find volontuers for "dead" scouts? (multiclient?)

3. if cata teams want to do somethin more than keep dyin then they need 2 WRs, 1 blocker is not enough.

its only my opinion but id prefer lil more ofensive strategy. sure, this "+1" includin atk, and its good strategy but i afraid of that we ll start bad and finish bad lol!
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sgtice
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PostSubject: will hit each point   Thu Aug 13, 2009 7:27 pm

I wil try to hit each of your points and try to get them all...

1.. we want a three hour tw? lol sure end of three hours we win anyway.. and should have maybe a fu back up in inv.. i always do during tw just incase..

2. volenteers for scouts i have already had many.. Skittles for one has volenteered. they are most likely lower lvls that are considered smart Smile like mr. skittles .. anyway if not volenteered we will assign...

3.we lack of wrs.. and need them more for defense then offense.. and think about it... lets say three attack teams go with 2 cata teams.. 2 cata teams has 5 players each... thats 10 people.. and three attack teams have 6 each... thats 18.. so 28 people will be attacking on side of there base... thats alot of attack frannz Wink

4.and remember we are "defending" this week...

I am just telling you how we look at things... please respond with any questions you have.. or anything u dont understand
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sakurano
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PostSubject: Re: Defensive Strategy +1   Thu Aug 13, 2009 9:21 pm

then there should be correction to support team role. correct me if I'm wrong, these interpretation needs clarification.

Support teams

1. The Support team is the main job and why this tactic is called +1.
2.a. The main job is to Defend the Gates
2.b. Commander can issue attacks and defense order on support team, supporting 2nd statement, defense order takes priority than attack order. i.e. when defending, can ignore offense order.
3. The support team will be running a lot, and will need to be able to get to each gate fast.
4. Default position of support group is following main army, unless defense order is issued, all support personnel have to be in default position.
5. Defending is considered done when all enemy catapults are gone, clearing up leftover enemies are optional.
6. When defending done, support group are to return to default position


Explaining +1 defense system:

1. When a Scout calls out (2 carts/Lane A) that means **the commander have to designate* one of the support teams to go to gate A at our castle and defend AT THE GATE.
2. Only one support team goes over to Lane A Gate because the Lane A team should already be there!
3. It is hard for anyone to get through the gates and will be vulnerable to WR AOE stuns.
4. The gate Towers are also there to help the Support Teams.
5. If a Scout calls (Lane C/2catas/1 escort. That means **the commander have to designate 2 support teams** to go to Lane C gate to help the lane C defenders. (See how important you Scouts are.)
6. thus by conclusion, we will always have 1 more party to defend lane A, or lane C, and thus come the strategy name +1 defense"


1.The main teams will be holding the middle at point 5.

1. That means WE DO NOT GO PAST *POINT 5* PILLAR.
2. Except for Catapult team, escorts and scouts.





***THE REST OF THE MESSAGE CAN BE IGNORED***

===========details of changes==================

the rest of the message is the mechanic behind of changing our rules of engagement, thus it is not important unless you are curious.

*****************QUOTE******************************

"Support teams

1. The Support team is the main job and why this tactic is called +1.
2. The main job is to Defend the Gates unless told to attack by commander.
3. The support team will be running a lot, and will need to be able to get to each gate fast."


should be

"Support teams

1. The Support team is the main job and why this tactic is called +1.
2.a. The main job is to Defend the Gates
2.b. Commander can issue attacks and defense order on support team, supporting 2nd statement, defense order takes priority than attack order. i.e. when defending, can ignore offense order.
3. The support team will be running a lot, and will need to be able to get to each gate fast.
4. Default position of support group is following main army, unless defense order is issued, all support personnel have to be in default position.
5. Defending is considered done when all enemy catapults are gone, clearing up leftover enemies are optional.
6. When defending done, support group are to return to default position"


changes :
on point 2. splitting 2 different tasks, main role on point a. commander power over group on point b
source of correction : because of main job of support team is defense, so assumed defense order takes priority.

adding point 4. definition of default position
source of correction : sgtice quote "The stand by position is with the main defense team, or point 5(closest pillar to us)"

adding point 5. definition of defending.
adding point 6. definition of routine.
note : no clear point what to do after defending. logically, returning after defending is the most systematical order. this point is subject to changes.

clearing ambiguity of :
1. support team always in front of our castle gate. or near castle wall. <- nope, follow main army. (which usually at point 5 on its best, or front of middle gate on its worst)
2. what support team have to do, when their job is finished, and how can they tell their job is finished. <- refer to point 5 &6.


2nd correction
*****************QUOTE******************************

"*Explaining support teams further*:

1. When a Scout calls out (2 carts/Lane A) that means one of the support teams should go to gate A at our castle and defend AT THE GATE.
2. Only one support team goes over to Lane A Gate because the Lane A team should already be there!
3. It is hard for anyone to get through the gates and will be vulnerable to WR AOE stuns.
4. The gate Towers are also there to help the Support Teams.
5. If a Scout calls (Lane C/2catas/1 escort. That means 2 support teams have to go to Lane C gate to help the lane C defenders. (See how important you Scouts are.)"

interpretation

"*Explaining +1 defense system*:

1. When a Scout calls out (2 carts/Lane A) that means **the commander have to designate* one of the support teams to go to gate A at our castle and defend AT THE GATE.
2. Only one support team goes over to Lane A Gate because the Lane A team should already be there!
3. It is hard for anyone to get through the gates and will be vulnerable to WR AOE stuns.
4. The gate Towers are also there to help the Support Teams.
5. If a Scout calls (Lane C/2catas/1 escort. That means **the commander have to designate 2 support teams** to go to Lane C gate to help the lane C defenders. (See how important you Scouts are.)
6. thus by conclusion, we will always have 1 more party to defend lane A, or lane C, and thus come the strategy name +1 defense"

changes :
point 1. adding up commander's designation
point 5. adding up commander's designation
point 6. conclusion

clearing ambiguity of :
1. support team autonomous behavior
2. its not an extension of support team roles, but explaining the titled strategy.


3rd correction

*****************QUOTE******************************

"1.The main teams will be holding the middle at point 5.

1. That means WE DO NOT GO PAST *THE FIRST* PILLAR.
2. Except for Catapult team, escorts and scouts."

"1.The main teams will be holding the middle at point 5.

1. That means WE DO NOT GO PAST *POINT 5* PILLAR.
2. Except for Catapult team, escorts and scouts."

removing ambiguity of *first pillar*
defining escort : a group/party that is ordered to accompany catapult team(s)
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