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How to counter runner spamming when moving second?
09-12-2012, 08:02 AM
Post: #7
RE: How to counter runner spamming when moving second?
Turn 4, moving your soldier was likely unnecessary.

I agree that turn 8 was too agressive. If you had been able to move onto the spawn space, that might have forced your opponent to use more wits to defend left. But without the capability to do so, your opponent can simply pop out whatever unit they want. Heavy? Sniper? Yeah.

Turn 10, you knew the position of his sniper. And you moved too close. :/ And looking at your constellations of units at that point, yes you have a lot of soldiers, which is a great thing, but they are really only blocking the 2 rightmost columns of hexes. A better defensive constellation would involve blocking the middle with those same units.

Turn 16, do you need a new runner?

Turn 18, nice job getting that sniper. Unfortunately, you're getting too close to the spawn point again, and your opponent was able to chew through your soldier. Attacking the runner with a soldier and the sniper with a runner would have made your position a little safer.

Turn 22 was pretty solid. Moving your runner on the OTHER side of Blue's runner would have given you better positioning though, as you could shoot his counter runner with your sniper in turn 24.

Take back your wit space as soon as possible. It's hard to keep up otherwise.


So yeah, at the beginning, you made a fair amount of soldiers. That's definitely half the battle right there. Positioning those soldiers is the other half.

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RE: How to counter runner spamming when moving second? - pookywb - 09-12-2012 08:02 AM

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