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wilan
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Posted: Sat Sep 29, 2007 16:43 |
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Joined: Mon Mar 14, 2005 02:04 Posts: 1355
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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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Scorpio
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Posted: Mon Oct 01, 2007 01:23 |
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Joined: Mon Mar 15, 2004 20:38 Posts: 5406 Location: AFK somewhere I'm sure. :P
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Thanks wilan. :)
although, not spying on top op could backfire.
_________________ I don't have a dirty mind, I have a sexy imagination. XD
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Belgarion
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Posted: Mon Oct 01, 2007 01:45 |
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Joined: Sat May 15, 2004 05:20 Posts: 322
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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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wilan
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Posted: Mon Oct 01, 2007 04:13 |
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Joined: Mon Mar 14, 2005 02:04 Posts: 1355
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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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IzzionSona
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Posted: Mon Oct 01, 2007 05:24 |
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Joined: Mon Mar 15, 2004 02:06 Posts: 1293 Location: Imperial Sanctum
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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.
_________________ -It's burning! It's all burning!
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darkkiller
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Posted: Mon Oct 01, 2007 06:58 |
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Joined: Sun Apr 04, 2004 01:29 Posts: 441 Location: Quebec
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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 ;)
_________________ Save water , drink beer.
Scorpio dit : but i say they are for the family. so i look all generous and shit, but fuck that i stood in the snw for 3 hrs outside of toys r us that wii is MINE
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knicoal
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Posted: Mon Oct 01, 2007 07:19 |
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Joined: Sat Nov 12, 2005 00:38 Posts: 4883
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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" :)
_________________ WARNING: Quaffles is a whiny bitch, and he will complain to adminz if you say anything negative about him in your signature.
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PenguinElite
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Posted: Mon Oct 01, 2007 12:13 |
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Joined: Sun Apr 24, 2005 02:29 Posts: 2893 Location: Under a rock
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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.
_________________ WK and Ace and tuco for scorps.
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wilan
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Posted: Mon Oct 01, 2007 22:26 |
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Joined: Mon Mar 14, 2005 02:04 Posts: 1355
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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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Ceekayed
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Posted: Tue Oct 02, 2007 06:52 |
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Joined: Wed Jul 06, 2005 02:17 Posts: 2758 Location: Finland
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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.
_________________ www.ceekayed.com
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wilan
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Posted: Tue Oct 02, 2007 23:05 |
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Joined: Mon Mar 14, 2005 02:04 Posts: 1355
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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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The Baron
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Posted: Wed Oct 03, 2007 02:00 |
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Joined: Sun Mar 14, 2004 22:40 Posts: 3104 Location: NOT USA
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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
_________________ It's a bird! No! It's a plane! No! It's the amazing1weekflare! :mrgreen:
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wilan
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Posted: Wed Oct 03, 2007 03:24 |
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Joined: Mon Mar 14, 2005 02:04 Posts: 1355
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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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The Baron
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Posted: Wed Oct 03, 2007 03:49 |
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Joined: Sun Mar 14, 2004 22:40 Posts: 3104 Location: NOT USA
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Excellent response. I approve.
Props for making the effort to post such a detailed strat btw.
_________________ It's a bird! No! It's a plane! No! It's the amazing1weekflare! :mrgreen:
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Ceekayed
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Posted: Wed Oct 03, 2007 06:02 |
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Joined: Wed Jul 06, 2005 02:17 Posts: 2758 Location: Finland
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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.
_________________ www.ceekayed.com
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