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Darthbear
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Posted: Sun Jan 24, 2010 15:45 |
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Joined: Mon May 11, 2009 12:48 Posts: 56 Location: PH/HK/USA
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Would Spider Slaveries be worth building during protections or during OOP?
How many Iron Mines would we need throughout the round? I'm thinking 8%. Someone correct me on this. >_<
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Graduated Plum
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Posted: Sun Jan 24, 2010 17:10 |
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Joined: Sun Oct 01, 2006 15:52 Posts: 3032 Location: ...in a purple jellybean.
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You should be using Spider Riders for defense and Berserkers for offense. So yeah, build enough slaveries to have enough for whatever amount of spider riders you're planning to train (600-700 is optimal). The high offense of the riders allows you to use them for offense first wave and keep them home for defense on second.
Try to use a strat that incorporates rezoning the starting tundra into the slaveries. Saves md (from not rezoning them into GMs) and means you'll get your GMs in earlier. You can easily train 700 spider riders and 1200 berserkers for a strong and very safe OOP.
8% IMs sounds ok. At 100g/acre 8% will give you plenty of iron to train spider riders, but you'll need to build some more to push gray raiders. Just build them up before you start stocking with a land bonus or incoming land.
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Rain
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Posted: Sun Jan 24, 2010 17:36 |
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Joined: Mon Jun 19, 2006 21:58 Posts: 1200 Location: Pirate. Yarrr
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I personally disagree with using Berserkers as offense. Spider Riders for offense (maybe like 100-150 GRs too) and defenders for defense. You might get *slightly* more op the berserker way, but its much more unsafe, and you'll grab quite fine with this setup too. 900+ acres from 2 waves no problem. It's the same as with dwarf, while other variants are possible, and may provide more offense, spec defense + ironbreaker remains probably the best way to oop with them.
But yes, slaveries are essential oop. With ironmines, don't go into the round with "I'm gonna have this n that % of mines built" set in your mind. Calc as you go along.
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Own3d
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Posted: Sun Jan 24, 2010 21:20 |
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Joined: Thu Jan 31, 2008 06:44 Posts: 550 Location: Indiana
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you actually get quite a bit more op using berserkers for oop instead of the GRs. also using some defenders will allow more of the spider riders to be sent on attacks. by using the berserkers and SRs for oop offense you can take your second wave at ticks 69-70. granted using lots of SRs for offense will force you to make your waves take 2-3 hours because of the 50% dp rule.
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Rain
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Posted: Sun Jan 24, 2010 23:43 |
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Joined: Mon Jun 19, 2006 21:58 Posts: 1200 Location: Pirate. Yarrr
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I'd never use a lot of GRs. 100-150ish isn't bad cuz 12 hour return pairs up with your heroes.
And doing your waves in more than one hour is not a bad thing at all. Land defense targets keep popping out of protection anyway, and you mostly get them to yourself. I dunno, I just much prefer the turtle, especially since it's possible to land on 900 acres anyway. If you do like 1k+ with 3k less turtle you might very well find yourself in trouble.
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Ceekayed
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Posted: Mon Jan 25, 2010 03:15 |
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Joined: Wed Jul 06, 2005 02:17 Posts: 2745 Location: Finland
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What Rain said. I never understood ye nubs who go for the extra 300 offense at the cost of 3k more all-in defense and end up big landfarms. It makes zero sense whatsoever.
_________________ www.ceekayed.com
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Own3d
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Posted: Mon Jan 25, 2010 03:20 |
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Joined: Thu Jan 31, 2008 06:44 Posts: 550 Location: Indiana
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i did it without being a land farm 
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quaffle
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Posted: Mon Jan 25, 2010 03:31 |
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| Development Team Spokesperson |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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You had a lot of Gobbo support though. Otherwise you would have been 
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Rain
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Posted: Mon Jan 25, 2010 03:33 |
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Joined: Mon Jun 19, 2006 21:58 Posts: 1200 Location: Pirate. Yarrr
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It's definitely less important now that races such as Terra, Amazon and DE are no longer around, but there isn't anything stopping people from spec pushing and doing tha double if they consider you to be a big enough potential menace. Particularly now in a 6 weeker.
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