09-16-2005, 03:08 AM
Watto44,Sep 15 2005, 05:42 PM Wrote:As for strategy, I've heard a few calls of "get three and hold them", splitting the raid into three groups of 5. I don't know about everyone else but I haven't found this tactic to be very effective and is certainly very easy to counter. (Just split your raid in two and zerg two nodes.) Right now, mobility seems more important than rock solid defense, although this will probably change as people become accustomed to the map.
I've also heard a lot about how important the blacksmith is, but I'm really in two minds about this. On the map screen it looks like it should be very important, however the geometry of the map is such that access from the BS to the mill or mine is not that easy. I think - strategically - holding either the mill or the mine gives you a better graveyard and easier access to multiple nodes (the stables and the farm are both close, and a bridge to the blacksmith is right around the corner from both).
One thing I have noticed, if you really outmatch your opponent and can hold them at their spawn point it's pretty much an insta-win tactic.
Right now, the AB matches on Terenas are more of a free-for-all melee and it's great fun. :D
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I don't much care for the "3 and hold'em" strategy either, it seems to me that much defense is a very re-active rather than pro-active strategy, and giving that much initiative to an opponent in battle is suicide. However I do think you need some sort of defense at a few nodes to prevent quick captures, at least long enough to delay an attack so that reinforcements can arrive.
Of the few games I've played, the most success had us concentrate on holding 3 nodes with 2-3 people "at" each node, then the remaining 7 acting as a roving squad, contesting the remaining two nodes but more importantly breaking up any alliance forces on the roads between nodes. The teams defending each node also didn't stay rooted at the flag, but roved around the area attempting to delay/pick off any lone alliance on the roads as well, withdrawing and calling in the help of the roving squad either for defense when pressured or to go on the offense if the alliance had over-committed. This seems to be a pretty solid strategy, though I'm hardly a pvp expert and my games have all been pickup vs pickup.
As for site importance, I think controlling the mill should be a priority simply because if you're up there and you have a spyglass you can get fantastic recon of the whole valley. I can see for a team with voice-comm, holding that location would be a huge advantage. I would also agree that the smith doesn't seem to be that much easier to get to/from considering it's central location. For site conquest I think the best strategy is to focus on controlling the mill/farm/mine or mill/farm/stables while contesting the other two where possible.
And I'd definitely like to second the fun comment! :)