Post by Mark Hockings (GamePlan) on Jun 21, 2012 8:56:05 GMT
This is a strategy for the Forgotten Tombs map in Autumn Dynasty. A great iPad RTS!
This is a nice, open map with lots of opportunities. I will certainly be writing a few different strategies for this one, but lets start with the 'super sneaky flank' technique!
This guide assumes we are starting at the easter base.
First step is to build cavalry unit and send him forwards to build tower at the shield (near A). Research the cavalry (green) upgrade first so you can use the fire ability, then again to get archers deploy. Don't build at the spots in A just yet - save your money for building in less risky spots early on, so build another cavalry unit and get him to run up the north waypoint line, building camps and farms at G and F. Keep pushing that cavalry forwards along the waypoints towards 5 and if there is no sight of the enemy yet, build up at E. 50/50 chance that there will be no resistance but if you see a threat just pull your cavalry back towards F. In the mean time build some archers and send them straight out to D (between the trees) and position them on the rocks (and deploy covering the junction of the river if that is researched already).
Focus on gaining control of E and D to build more farms and camps, but also defend area A (maybe start building here). The skull'n'crossbones icon shows a potential weak spot - enemies can come from the trees (hidden) and surprise you, so keep a horse with fire ability within quick reach.
If things feel stable and you have chance to spare a ground unit, build pikeman and send them south along the waypoint line to H to build up some more infrastructure. This path is an alternate route for this strategy if the top route is being to heavily defended.
Again you have to stay flexible here... if there is no resistance at either E, A or H, you can make a decision to push your force in from that aspect but always keep a couple of units near your base. If you have the spare resources you should build a fort at the area you will be pushing in from (E or H).
The route in from E (moving south) is a quick way of getting right into the heart of the enemy base (assuming they have not relocated!) so can be a crushing path to feed your units in for a final push.
ALTERNATIVE: Ignore the top route (go as far as G, but don't push to F, E or D yet. Instead focus on getting to H as quick as possible and build catapults and archers to move along the bottom and take out their base from C upwards! You have to do this quickly whilst they are still expanding/exploring, so after the initial cavalry units for early building, you should build archers and a catapult (and research catapult upgrade instead of cavalry).
I will be updating this thread with other methods!
This is a nice, open map with lots of opportunities. I will certainly be writing a few different strategies for this one, but lets start with the 'super sneaky flank' technique!
This guide assumes we are starting at the easter base.
First step is to build cavalry unit and send him forwards to build tower at the shield (near A). Research the cavalry (green) upgrade first so you can use the fire ability, then again to get archers deploy. Don't build at the spots in A just yet - save your money for building in less risky spots early on, so build another cavalry unit and get him to run up the north waypoint line, building camps and farms at G and F. Keep pushing that cavalry forwards along the waypoints towards 5 and if there is no sight of the enemy yet, build up at E. 50/50 chance that there will be no resistance but if you see a threat just pull your cavalry back towards F. In the mean time build some archers and send them straight out to D (between the trees) and position them on the rocks (and deploy covering the junction of the river if that is researched already).
Focus on gaining control of E and D to build more farms and camps, but also defend area A (maybe start building here). The skull'n'crossbones icon shows a potential weak spot - enemies can come from the trees (hidden) and surprise you, so keep a horse with fire ability within quick reach.
If things feel stable and you have chance to spare a ground unit, build pikeman and send them south along the waypoint line to H to build up some more infrastructure. This path is an alternate route for this strategy if the top route is being to heavily defended.
Again you have to stay flexible here... if there is no resistance at either E, A or H, you can make a decision to push your force in from that aspect but always keep a couple of units near your base. If you have the spare resources you should build a fort at the area you will be pushing in from (E or H).
The route in from E (moving south) is a quick way of getting right into the heart of the enemy base (assuming they have not relocated!) so can be a crushing path to feed your units in for a final push.
ALTERNATIVE: Ignore the top route (go as far as G, but don't push to F, E or D yet. Instead focus on getting to H as quick as possible and build catapults and archers to move along the bottom and take out their base from C upwards! You have to do this quickly whilst they are still expanding/exploring, so after the initial cavalry units for early building, you should build archers and a catapult (and research catapult upgrade instead of cavalry).
I will be updating this thread with other methods!