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PostPosted: Sat Sep 29, 2007 16:43 
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I would like to share how I play zorbs with everyone!! I'll add a few comments my self too.

Pros:
-Extremely cheap workers and military.
-Free diamond mines
-Easy to play.
-Can easily come back from a big attack.

Cons:
-Cannot do well post oop.
-Must resort to gold mines :(
-Must be caution to big pushes at all times.

Misconceptions:
-Giants do not have low casualties; they aren't worth conquesting with.
-Improvements are not secondary and less important, they are actually more important to that of other races.
-You do not need less farms, zorbs farms are equal to that of a non population penalty race.

When to pick Zorb
-If it is a 5 week + round, go for it zorbs are great.
-If it is 4-4.5 week round, pick zorb, they are still great but have less potential.

OOP: Someone told me to use elite defense and spec op @ oop, and that someone was very wise, do that. Have around 40 diamond mines oop while using mostly gold mines. 1 gq and ect. Be extremely careful when selecting your military mix, I would suggest only 1000-1050 Snow bears, that will make you 6 attacks and the rest should be ice hunters. Have 3.5k defense by the first wave of attack, (it is better to be underdefended now and overdefended later, I made this mistake every single time). And 5k by the second and then you should be covered by the 3rd wave (use chill beast if you wish). Taking a hit with 300 acres is much better than taking a hit with 650-700 acres.

-Do not use guild quarters.
-Do not frostbreath oop attacks.
-Do not train any more offensive specs.
-Do not train chill beast before the third wave.
-Save your runes, do not train splitters.

Now you have around 700 acres and probably can add 30-60 acres if you get 2 lucky bottomfeeds. As a frost zorb this is a very good position even though you are set back on the ranks. This is where the luck comes in and your round will be a blast. Most your land should be diamond mines (40%) and you start to turtle here for a bit. Don't turtle too long, 24 hours should be a good time. You start to attack again. But watch out for these crazy OOP maniacs massing specs, don't be under defended.

-Train all splitters asap
-Do not spy on top op
-Do not use any more specs
-Do not invest in anything but banking
-Invest in realm!
-Push workers every 12 hours.

Mid Game: Do whatever, watch out for top op. Bottomfeed!

-Max out at 750-900 diamond mines (spliters count as 1.5 mines) depending on the round length. Get it early so you don't need to build it later
-Use homes instead of gold mines.
-Alchemies are FTW
-Watch out for top op, do not rely too heavily on turtle
-2.5% ore mines for a bottomfeeder, 5% ore mines for a feeder, and 8% ore mines for suiciders.

Late Game: Use 50 lumberyards! Let say you have 2 weeks left, it's pretty stable out there, unless you are #1 do not go early taverns, make a good push and sit there with your econ. When you have 8 days or fewer left, push your military, make a good war hit and build taverns with your incoming lands, as the game ends sac diamond mines --> taverns.

-Recommended # of Frozen shadows: 1900.

The hero:
Generally:
Weapon > Agility > Stamina

For the first 2 levels, use all the points in intel. Collect the turn bonus and leave your hero home at all times. After level 2 I would take 1 point in stamina and 2-4 points in agility based on how good my inventory looks. Build gem splitters until the round has fewer than 1 week left. Even then you think about it, you are only paying 3 gold per diamond.

No this strategy will not win the round, but it's a very good strategy. Comments?


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PostPosted: Mon Oct 01, 2007 01:23 
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Thanks wilan. :)

although, not spying on top op could backfire.

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PostPosted: Mon Oct 01, 2007 01:45 
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Joined: Sat May 15, 2004 05:20
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Interesting strat Wilan.

Though I would like to add my two cents.

Iron Mines: If you use your iron for improvements (which i do. I cant stockpile to save myself), then run 5-7%. If you dont invest iron, then about 3-4% will do. I found that when I wanted to mass OP for a few big hits, I was iron limited

GM: These belong to the devil. Do not build them. Ever.

GQ: I like GQ and ran 15-20% OOP. Couple this with homes and your economy kicks into overdrive. At no stage since OOP was i ever under a 1:1 peasan:worker ratio. Let the GQ fade

Homes: Very good friends of yours. Get pop, get it good. Invest heavily into pop mods and these become much more effective than GM. And you dont need to rezone.

Stockpiling: Unless you are 100% confident you are safe, dont stockpile as zorb. You dont have the turtle, your troops are efficient. No need.

Mage/Spies: Are your friends. 0.5 spa/wpa is very good.

Gem Splitters: Train them lots and lots. The more you get the earlier you can tav. You need about 300-350 late game to sustain your troops. Once you get that and you feel you have enough imps, then R/R tavs.


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PostPosted: Mon Oct 01, 2007 04:13 
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Belgarion wrote:
Iron Mines: If you use your iron for improvements (which i do. I cant stockpile to save myself), then run 5-7%. If you dont invest iron, then about 3-4% will do. I found that when I wanted to mass OP for a few big hits, I was iron limited

GM: These belong to the devil. Do not build them. Ever.

GQ: I like GQ and ran 15-20% OOP. Couple this with homes and your economy kicks into overdrive. At no stage since OOP was i ever under a 1:1 peasan:worker ratio. Let the GQ fade

Homes: Very good friends of yours. Get pop, get it good. Invest heavily into pop mods and these become much more effective than GM. And you dont need to rezone.

Stockpiling: Unless you are 100% confident you are safe, dont stockpile as zorb. You dont have the turtle, your troops are efficient. No need.


Good stuff man, however yes I emphasize stockpiling, 3 times it has failed me. I still do not learn... Yea don't play like I do, stockpiling is very risky.

GM aren't bad preOOP, don't completely neglect them.

I disagree on investing ores, that's just a waste. And plus ore stacks, it'll be very helpful for a stockpiling push (xD).

Again preference kicks in, GQ aren't as efficient because A. Worker cost is very low, B. Population penalty is high, C. Good peasant growth rate/no need to moderate on zorbs.


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PostPosted: Mon Oct 01, 2007 05:24 
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Location: Imperial Sanctum
wilan wrote:
*snip*
OOP:
-Do not spy on top op

Mid Game: Do whatever, watch out for top op.
*snip*


So how long does OOP last? I'm confused as to when the Mid Game starts.

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PostPosted: Mon Oct 01, 2007 06:58 
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Btw, for diamonds, id recomand having 100-200 piled when you rezone your dms to tavs, this way you won't have nay headaches on if youll run low on em ;)

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PostPosted: Mon Oct 01, 2007 07:19 
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wilan wrote:
-Do not spy on top op



I like this idea. I use it myself. It actually works all round. What I do is NEVER EVER spy on anyone near the top, and as long as I don't they can't see me. It's a pretty impenetrable strat really, I like to call it the "ostrich strat" :)

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PostPosted: Mon Oct 01, 2007 12:13 
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How do you "watch out for top op" without "spying top op?"

I do agree with not spying top op though, just take it like a man (sorry knic) or be top dp. NO way to watch out for 'em if you don't spy 'em.

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PostPosted: Mon Oct 01, 2007 22:26 
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For clarifications:

Do not spy on top op refers to the beginning where your defense is rather low. If there is a really high networth person, chances are he can break you.

As for mid game, constantly spy on top op to make sure that you can't be broken all in.


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PostPosted: Tue Oct 02, 2007 06:52 
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wilan wrote:
If there is a really high networth person, chances are he can break you.


Then you're doing something terribly wrong.

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PostPosted: Tue Oct 02, 2007 23:05 
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Nope, a zorb can't compare with fast races or spec pushers. It'll be no surprise if someone running away with 1k acre can break a zorb with 720.


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PostPosted: Wed Oct 03, 2007 02:00 
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You didn't have any bullet points for the Late Game section. So I was wondering, is there some super secret transition to a strategy like this for the end game?

End Game:
- Stop spying on top op
- Feed the round winner all-in

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PostPosted: Wed Oct 03, 2007 03:24 
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The Baron wrote:
End Game:
- Stop spying on top op
- Feed the round winner all-in


That's only half of it...

-Stop spying on top op
-Stockpile 6 mil gold
-Do not train defense
-Get hit for 500+
-Start crying.


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PostPosted: Wed Oct 03, 2007 03:49 
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Excellent response. I approve.

Props for making the effort to post such a detailed strat btw.

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PostPosted: Wed Oct 03, 2007 06:02 
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Well, if you can't defend the top op, play slower and get some "better meat" inbetween you and the top op; so you should know it in any case. You don't need a kickstart with a zorb in any case. Let the dorfs and gobbos roam for a while. But never advice other people to not to pay attention to the top op, thanks. ;)

I thought I replied to this already, but can't see my post anywhere.

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