Ghuls block

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QQemka
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Ghuls block

Postby QQemka » Wed Sep 24, 2014 9:59 pm

Hello. I got small problems with ghulblock on cross. Can someone explain in deatail how to do it properly? My units split too often T_T

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godlik3
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Re: Ghuls block

Postby godlik3 » Thu Sep 25, 2014 12:32 am

best answer:

-dont cross

ahahha

QQemka
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Re: Ghuls block

Postby QQemka » Thu Sep 25, 2014 2:06 am

It was meant to be funny? Then "he he"

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Re: Ghuls block

Postby HugMeOnce » Thu Sep 25, 2014 2:37 am

It really depends on the units in the cross, you have to do different stops for different units. Experiment and find out what works best.

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Re: Ghuls block

Postby QQemka » Thu Sep 25, 2014 2:41 am

I experimented many times and i cant see rule... sometimes i kill ghuls but half of army splits, sometimes i stop ghuls and bosses attack togetehr so no splits, no idea how to make it work properly...

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Re: Ghuls block

Postby nabo. » Thu Sep 25, 2014 6:52 pm

I dont think you understand why crossed units "split".

Whether your stoppers work or not, really depends on how many ghouls or bo the opposition team sends.

Your units split, while crossing, when your units attack something and see nothing else in their attack range to target, thus moving back to its spawn point to tp mid and defend leaks/king. Attack range for each tower is different, so some towers may split and some may not.

If there are two or more ghouls stalling time for other sent units+level-wave-creeps to catch up...your towers will obviously not split since they can see other "targets". This is why people often send only 1 or two ghouls at lvl 10 or one bo. A bo effectively kills stoppers and can still split your units better than two ghouls. So, how many t2s +t1s u make depends on what they send. If you can kill all ghouls, that is for the best. But if not, stalling the ghouls so militias or w/e other stuff are in range also works.

Sometimes it is better to let your whole wave split, also. But, ya...
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QQemka
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Re: Ghuls block

Postby QQemka » Thu Sep 25, 2014 8:23 pm

Is there any universal solution to this problem on boss levels? Like build X tier X units on lcoation X Y ?

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Re: Ghuls block

Postby Hutzu » Thu Sep 25, 2014 8:50 pm

You have to build blockers on 2 spots.
First spot: Enough to stall the ghouls so long until the bosses reach there as well.
Second spot: Just a t1 (or t2 if t1 = landmine) in front of your army. Purpose of that is to get your army moving towards it. Your WHOLE army is supposed to move towards it. It shortens the distance between ghoul's place of death and the bosses. So when the ghoul dies, the bosses are in range.

Let's say 2 T2 units around that darkgreen line, and one 1 T1 so it wont be lured to the T2 units when they are attacked, but also not right in front of your army. So you gotta experience how well that works for you. Also it can make a difference if your T1 and T2 are range or melee. This is the general idea. Now it is your part to figure out how each combination of T1 and T2 can be used not to split.

Edit:
Well, depending on your towers a T3 unit like gateguard or raider can stall ghouls so long that the bosses come close enough. Then 1 spot would be enough close to your towers but not in range of them. Of course in all cases, if enemy sends 2 Blood Orcs, you are pretty much screwed unless you overbuilt your blockers. So basically there is no universal prevention of splitting without the fear of totally overbuilding. Your choice.

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Re: Ghuls block

Postby Unban » Fri Sep 26, 2014 1:54 pm

hi QQemka, everyone who played some cross games struggled with those seemingly random splits and the truth is, splits just happen.
and there really isn´t an universal guid how to prevent it, it just depends on to many factores.
but there is always an optimal way imo.
since 8x ghoul sends or mass + some ghouls mixed in is most common on the euro bot i focus on them.
as mentioned sometimes splits just happen, but to optimise ur non split percentage, i like to share my toughts and experience, maybe it´s useful for u.
lets start simple, as nabo perfectly explained
nabo. wrote:Your units split, while crossing, when your units attack something and see nothing else in their attack range to target, thus moving back to its spawn point to tp mid and defend leaks/king. Attack range for each tower is different, so some towers may split and some may not.

so obviously u want to reduce the stage between killing the send and arrival of the bosses to prevent splits to occur.
knowing this, my approach to buy some time, lets say u started as red, start building on the right site, place your range tower right/next to the wall and ur meele at the right til mid front.
if u could stick to this placement till lvl 10 the blocker should be placed as followed.
optimal would be a t1-2 blocker with an extand range like specter or egg (don´t forget the free reroll) , build him next to the left wall and another t1 blocker(meele/range doesnt matter) a bit closer to the spawn but still slightly left mid /mid position.
now just imagine the upcoming situation. u may already c the advantage this placement grats. if not just try it for yourself.
in good games where opponents have a wider sending range, like bo or other shenanigans, u could try to use a higher tier as front blocker or a third range blocker..

btw. most cost efficient blocker = 2x gnoll, with their poison slow attack. one small slap and a ghoul thinks he is a dino :D
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Re: Ghuls block

Postby MarshMallows » Fri Sep 26, 2014 1:56 pm

you just need 2 t1's as long as they are not land mines, like hutzu says, one on the dark green patch and one just one space away infront of the army. that should hold most sends, if you think they might BO then up the amount of ghoul wall at the dark green patch

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Re: Ghuls block

Postby PurePwnage » Sun Sep 28, 2014 3:57 pm

Best for me that always work is to place one t1 tower 3 and a half square from your units. Works everytime with anything


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