Creator: Malevolent_Warlord, Warlords_UnGodly_Huscarl, Warlords_Heathen_Archer, Warlords_Blessed_Torturer
There are no set formations, tactics, plans or anything so this is an attempt to create something "standard". At the moment the standard is mindless charge.
Threads idea is to discuss tips, tactics, formations and commanding in a simple way in order to get us some good games and move away from the mindless grind.
I have tried to keep all text short and include
pictures to get u interested. Pictures are on the last spoilers.
Please include constructive comments about the topic and not turn into flame/nerfwar.
A request to Cmp or Chazd or who ever has the power. Could u sticky this thread or create a new sticky thread like "Teamplay and tactics" so that way mine or Jokers thread don't get sucked into the deepest hell of all-nerf-threads and get lost. It would be a step forward in making people play better and community getting something new and moving the game closer to what its supposed to be.
visitors can't see pics , please register or
loginHitpoints & damage vs kill-theory
One good rule is: Stay alive. When u are alive u can still hurt the enemy. If u are low in hitpoints u should fall back behind other and support them.
Ok so everybody wants kills and be at the top of the list to gain much respect. This kind of mentality is very bad for teamwork. Hunting a peasant and getting one kill while getting urself killed does not help ur team.
If u hunt for damage (damaging enemy) instead of kills u can hurt the enemy more. Supporting ur mates and looking for openings where u can cause damage can hurt enemy team a lot more than bashing a peasants shield with a sword and trying to get a kill.
Always try to find a way to hurt the enemy. A kill may quite often be out of ur reach, but when causing damage u will get kills eventually.
Fear (new)
"I ain't afraid of anything or anyone!" Maybe so, but U don't want to die do u? U won't gain XP/gold and won't get to play and have to sit the out the rest of the round... so u are afraid... aren't u. Admit it!
It is true. Players are afraid of dying. They don't want to die at the start of the round. They want xp, gold and kills and they can't get them while they are dead. They don't want to go in first because they can easily end up dead....
Fear of death.
How can u use fear to ur advantage?
"I ain't afraid of anyone!" But they are afraid of dying. Are u a player who causes death? Are u the grimreaper or the second resurrection of our lord saviour Jesus Crist or the meanest mofo on the fields of crpg?
To have fear work for u can be advantageous.
How can u gain fear to work for u?
- U have to be recognized on the fields
- U need to cause kills or damage
- U need to be unpredictable
- U need to be AGGRESSIVE
How do u get recognized on the field?
Wear black armor?.... And u are among the clone warriors. There are many who wear black armor and they do have armor, but often no skill and are easily killed. Not much fear factor in that and people won't recognize it is you since u are a clone warrior.
Wear something special so u can be recognized. A strong coloured banner that shines from your shield or armor. A strong coloured unusual shield (kite shield?) will be noticed by players.
How to cause kills/damage?
- Obviously u need skill so train and develop... FIGHT!
- Hit the enemy at his weak spots
- Find weak points/spots
- Be aware of your surroundings
- Hit the enemy in the back
- Be cunning
How to be unpredictable?
- Don't be so obvious and a usual fighter ( ie. fight a huscarlshield-turtle forever with a sword)
- Feint, ie. pull of some unusual things and moves
- Confuse, ie. run away only to come back with more aggression
- Change targets if u are meeting a turtle
How to be aggressive?
- Don't just hide/turtle/cover all round leeching
- Smash ur enemy more than he smashes u
- Take the ground from enemy and make him step back
- Keep up the pressure, don't give up
- Be a demon who haunts the enemy with fear... fear of death.
So what have we achieved?
- U have skill because u fight and have learned new stuff
- U have a banner, shield, weapon and a suit of armor that players can recognize and know it is u... the most dreaded player on the field
- U are cunning player who uses tricks to deceive and confuse the enemy even more
- U are an aggressive tidal wave from hell who overcomes his enemies with sheer volume of hate, dread, pressure, swings and u make ur enemies run for cover and safety
U are no longer a clone warrior.
U have fear working for u.
Story of fear:
"On the field u see a distinct character fighting someone. That distinct character is attacking my allies aggressively. "Oh f**k it's that guy. Hell if I'm going near him. He will smash my shield with his axe and kill me... I'm going somewhere else on the line". He sees u and comes and hits ur shield a few times only to back away to fight someone else. U start fighting someone else and hit a few times someones shield only to see the shadow of a weapon behind ur back. U were just hit in the head by that distinct and aggressive character and died. U dread him now even more.
U see him again in the next round and this time u are alone. He won't give up smashing u. U return a few swings, but u want to back away from him with ur shield up only to see him attacking u even more. U are backing away in fear, not swinging, but retreating. U are in danger and he is the danger."
Be aggressive, get skilled... and u will be dreaded.
Teamwork
If u look at the scoreboard at the end of the round u usually see that everyone is dead. When a total rape happens the winning team is usually highly aggressive and has managed to get quick kills through personal skill or helping teammembers.
CRPG is not a personal contest. Winner takes the price (XP/Gold). Those who have more situational awareness and mentality for teamwork and tactics will prevail. This is a lesson that is often forgotten when everyone is running full speed to a direction unknown to even the person running.
Small things that can enhance teamwork:
- Patience (Move slowly at the beginning of the round, look around)
- Situational awareness ie. knowing where ur mates are
- Not running straight into the oblivion
- Slower speed, not running to everywhere mindlessly
- Following a skilled player and helping him can seriously bear fruit for u and team
- Following tactics suggested by a skilled/known player
- Ganging up enemy fighters instead of fighting alone
If one player adopts these small things the grindingfields get one teamplayer more.
Teamwork is essential. It gives the enemy more targets to shoot at
Weapons
Everyone knows weapons. People often ask What is the best weapon for x-type of user Which is better x or y? There are different tools for different situations. One should not rely on just one weapon. I carry 3 different weapons and have many other weapons for me to use. Im mainly interested in one handed weapons in this thread. 2-handers have their primary weapons, but one-handers have many different weapons.
The list I suggest u check out:
- Military pick: Excellent for close-combat in tight spots and is very good vs armor.
- Maces: Blunt weapons are like picks, but as a bonus they get ability to knockdown.
- Axes: Lots of shields out there so carrying a shield-breaker can help alot .
- Warspear: One of my favourite. Does not deal a lot of damage, but it stops cavalry very easily. It doesnt matter if u dont have WPF in polearms since this weapons is used to stop cavalry. It can also be used as supporting weapon if u are wounded badly.
- Pike: Same as warspear, but speed and not beign able to carry a shield is this weapons bad side.
Sword has none of these special abilities. If u just stick with one weapon u are at disadvantage vs. many types of enemy. Versatility and flexibility is an advantage. And those who carry 2 shields, remember that the extra weight will slow u down tremendously.
Tactics
A tactic should always be used. Otherwise fighters will just end up being passive and without direction or goal other than kill all. For tactics to work only a few things are needed:
- A player that understands that with teamwork victory is easier
- Willingness to work as a team
- Supporting others and being active and flexible
- Simple tactic: can be a direction to attack or a point to hold
- Slow movement at the beginning
- Not running mindlessly and venturing out alone
- Slow movement + situational awareness will help keep the group as one
Shieldwall
The dreaded and legendary shieldwall. Anyone willing to form a shieldwall can form a shieldwall. Often it is a cursed campers tactic and makes fighters passive. The difficulty with the shieldwall is that people do not know how to move as a shieldwall. Primary reason for it is fighters always RUN! Running is the first mistake instead walk at a steady pace where everyone can keep up and have situational awareness.
Of course when enemy is engaged fighter turns into aggressive and attacking mode.
So everyone knows how to form a shielwall.
Shieldwall offers good advantages:
- Numerical advantage
- Cover
- Offensive and defensive power
- Active force
- Cohesion
- It is A unit, A force fighting as one.
- It has initiative
Compare that to a mix group of mindless runners, covering passive fighters, unsupported single fighters. Static preset inflexible tactics that everyone adopts for all known maps can easily be countered with a use of shieldwall.
Commanding
There is usually no-one that commands. Some try to command, but their plan might be complicated and people will not follow it. People are in a preset mode to run at some direction, find enemy
wonder what happens next. One way to defeat.
One rule for commanders: Keep it simple.
Try not to use word charge it may confuse some into actually charging fast. A word more subtle like advance could be used and people might still move as one in a formation.
3-5 words should be plenty to give a simple plan/order:
- Form up, on left hill
- Form up, advance right
- Form up, at buildings
- Form up, at GREEN FLAG
Oh yes, we have flags. Sometimes hard to spot, but can be used effectively to move formations or point out a direction or position. It can be used to slowly advance a formation by moving it 20-30 meters at a time into the desired direction.
If a commander has been found (8th wonder of the world) and people are willing to follow his simple orders/plan. Dont disturb his orders by shouting charge all the time.
Good and bad sides of a fighter
Bad sides of a fighter:
- Passive/inactive fighter
- Constant covering
- Not helpful
- Not joining the fight
- Leecher trying to suck XP (OK for peasants, not for tincans)
- Not willing to follow plans, orders that the majority follow
- Unaware of situation, no situational awareness
- Static/inflexible fighter who cannot react
- Selfish
Good sides of a fighter:
- Teamplayer
- Active in defence and offense
- Helpful
- Follows orders/plan and supports others
- Aggressive by nature, but restrains his aggression when it does not suite the situation
- Keeps up the pressure on the enemy (aggressive)
- Patient, waits for the right moment
- Contributes to the teameffort
- Unselfish
Bad sides will give a negative effect to ur team while good sides will boost ur team and makes u step closer to victory. Simple as that.
Now to pictures. Find ur place in the formations. Hopefully units are easy to understand.
Common Mistakes
Common Mistakes: Crushed under determined attack
Cavalry
Infantry
Formation commanded by flagbearer
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loginHow to carry a flag?
Press C to select your battallion.
Look at your feet and press F1.
A flag should appear "on your shoulder". This flag can be seen by others. Do not steal flag if it is used by someone else.