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Cannon Tower FFA
Version: Retail V1.12
Game Type: Any
Suggested Maps: Any
Recommended Heroes: Any
Recommended Skill Level: 1-8
Author: Grator
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It's really simple.
Play humans.
Fast tech, building a fuxxload of towers at the start (atleast 4, go lumber mill first). Get an AM with blizzard, use him to scout, or creep ranged camps, or whatever.
At tier2, get a single arcane, get a priest, 2 sorcs and sorc adept training and magic sentry (at some point, anyway)
Build lots of cannon towers (at least 2-3 while teching).
Send your AM and BM out creeping creeps, and creeping enemy workers by running in invisible, doing a strike+blizzard combo then staff of tele outing, do this to all the players (except those who get detection) throughout the entire game. This makes other players mad. But you have lots of towers to scare them off, so no biggy.
At tier3, start pumping tanks and gryphs, 4 tanks and however many gryphs brings you to 80 upkeep (with enough peasents to get lots of wood and run 2-3 goldmines). Also get a MK (you dont have to level him up, he's just the bolter)
Take an expansion goldmine by running in with your 3 invisible heros, drop a heap of towers down (6-9) turn most into cannons and a few into arcanes and guards, also bring some invisible peasents to build the townhall, and a shop. You want atleast 1 shop at every mine. (for TP'ing around). I recommend two shops at your main for quick ivory tower massing. Later on get enough towers at the main and every expansion so that one DnD wont take out more than half the towers. (scattering them helps lots, always leave one tower width free between towers, this also allows your tanks to move freely, and encourages the enemy to run into your towers)
Once you have 3 gold mines secured, go into high upkeep, building lots more steamtanks and some more gryphs.
Wait for that gay UD player to kill everyone else, UD can handle most stuff, except tank gryph.
The UD player will be unable to break your cannon tower defense, when he attacks an expansion, just TP your tanks and gryphs there, buy a new TP and rinse and repeat as he probes different bases, eventually he will just bite the bullet and charge into your towers (especially when he thinks you have run out of TP's ), getting slaughtered by cannon + gryphon focusfire in the process. If he tries using meat wagons, just invis your mages and chase them off with blizz/strike. If they dont scare or die easily, use the gryphons to waste them (but use this as a last resort, sleep, nova and web means you'll lose gryphs)
If through some fluke, an UD player isn't the last (other) survivor, tank gryph cannon works pretty well on any sides stuff. You'll probably just have to throw in some more flamestrikes and blizzards.
Summary:
- Tech fast. Tower lots.
- Tower expansions with atleast 6 cannon towers, and 2-4 arcanes and guards.
- Get fully upgraded Tanks and Gryphs.
- Keep your heros invisible as much as possible.
- Wait for the UD player to kill everyone else.
- Defend him into submission, until he either gives up or loses his heros, allowing you to "steamroll" his base.
- And the Golden rule: You can never have too many towers.
What about Frost Wyrms?
The towers are spread out so that it would be one frostie per tower, and you know what the point of the towers is? It's 1000HP of 8 armor damage asorbation with a bit of antiground added in.
The towers is exactly what I want the frosties aiming at, while my gryphons and steamtanks frag them.
Actually all the units involved are really hard for the UD to kill, the steamtanks and cannon towers have loads of fortified armour, UD only has meat wagons, they die really fast to flamestrike+blizzard or gryphons, the gryphon is a very buff flying unit, and the unit which can seriously hurt it (ie the garg) will die in seconds from barrage. Spiders die fast, and have this tedency to web gryphons in such places to help trap the UD heros.
The strategy involves being indestructable, more or less.
Counters:
UD: None. (you cant use anything that flies, the tanks and gryphons murder them, you cant use anything that walks or skitters, the heros, gryhpons and cannons murder them)
HU: Theres always the same but better (although how do you win a turtling war?). Mortars are extremely decent siege, but they die fast to spells. I'd probably go with mortar gryph tanks and higher level heros. Unlike UD, humans AoE damage skills work on the towers and steam tanks.
ORC: Well a TC is a must for big damage asorb and shockwave to mess the tanks up, and endurance aura to get in range faster... probably some shammies for lust, and some doctors for heal wards. You could try batriders against the gryphons, but the tanks will probably kill them while the gryphs flee (try a two pronged attack). Demolishers are very decent siege, but like anything, die fast to Aoe. I'd probably go with TC, BM, SH + caster support + demolishers + berserkers or something. In theory raiders might work sorta well (good damage/armor types), but they die fast to AoE and are high micro.
NE: Chim DoTT and cyclone the tanks, chims can take quite the barrage beating anyway (side note: if I was facing a strong NE I would switch to tank dragonhawk and maybe get some more priests for dispel)
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