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End of Round Strategy

Discussion in 'General Discussion' started by bilbs, May 11, 2012.

  1. bilbs

    bilbs KAG Guard Tester

    Messages:
    128
    It's 0-0, there are 5 people alive on each team and they have a hell of a base to camp in.
    What is the best way to go about this?

    I have my own ideas but I'd like to hear what other people have to say.

    I'll edit some of the better strategies into this post if it gets too long.
     
  2. BlueLuigi

    BlueLuigi :^) Forum Moderator Donator Tester

    Messages:
    3,620
    Archer canopy (stone above you) the entire way, or tunneling.
    I've yet to find a better solution as end of round always ends with a lot of archers as people are prone to being more careful.

    I try to keep an OP nearby and bombs ready even when I'm a builder so I can dig, switch to knight and then throw a bomb if it works out or defend myself if need be.
     
  3. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    Is this assuming both teams are some-what equal in skill level? If Carver was on either team, that team would win. :p
     
  4. Beef

    Beef ก็็็็็็็็็็็็็ʕ•͡ᴥ•ʔ ก้้้้้้้้้้้ Global Moderator Forum Moderator Tester

    Messages:
    1,054
    Attacking is much more fun, and something I spend more time doing, so that will be the focus of this post. Of course, these are very dependent on skill level, and a plan that suits one teams skill level and situation won't fit another. For instance, if Overlord, Vidar, Carver and Strathos were attacking, then the power play would be good, or anything that lets them put the skill to use. If it's a random assortment of pubs, then tunnelling. Very difficult to fuck up in numbers.
    ATTACK!


    Plan One: The "Power Play"

    Archers to pin down the enemy archers followed by cata fire to blow a few holes in, followed by coordinated builder + knight assault. Don't spare the bombs. Once you're in the tower, have the archers move up, the builders fortify it, and the knights heal. Then repeat for the next.

    Main dangers: Bombs, collapses.

    Main Drawbacks: High risk if done incorrectly, difficult to do with pubs due to a level of organization required.



    Plan Two: The "Mole"

    Tunnel to the flag, or near it, depending. Collapse towers if you can, and have archers keep them busy up top.

    Main dangers: Horrific choke point at first surface. If you can survive that you're usually good.

    Main Drawbacks: Time consuming, potential for a failed assault if you can't secure the breach point.


    Plan Three: The "Commando"

    Have archers and a cata shoot the enemy archers and cata from a fortified base camp at long range, and begin constructing a tall tower to sky bridge over. Named due to the propensity for knights to bomb jump off the tower or just take a leap of faith when almost there. The knights then begin clearing the tower and breaking shops while the builders and archers move in and begin fortifying it for friendlies. Essentially a different version of plan one.

    Main Dangers: Very dependent on the archers and cata to keep the other teams heads pinned, as you're hilariously vulnerable until the bridge hits their tower and you can begin the assualt.

    Main Drawbacks; Resources, time consuming, fragile. Also, the choke point issue resurfaces; you can get knocked off the tower to a quick death if you're not careful.



    Defend!
    Plan one:Turtling.

    You stay put inside your fort and shoot the braver, more athletic team as they move towards you. Knights use a mixture of doors, height, and archers to fend off invaders. Boring, but practical.

    Main Dangers: Getting out manoeuvred and trapped, catapults, and bomb jumpers.

    Main Drawbacks: Very dependent on builders from the start up to build a decent base to defend from.
     
  5. Hella

    Hella The Nightmare of Hair Global Moderator Donator Tester

    Messages:
    1,655
    I generally harass players as an archer so that the rest of my team have room to breathe. Then they'll all die from incompetence, and it will be just me left, and I will casually obliterate every single one of them, hunting them down until I can tear their disgusting heads from their necks and spit down their gullets and then it's a test of skill.
     
    Miauw62 and Fate like this.
  6. Ostricheggs

    Ostricheggs Shipwright

    Messages:
    120
    I use outposts, a lot.

    The ability to switch from one class to another instantly with an item that you can carry is just ridiculous at 0-0. When it hits 0 I usually head back, grab some res, some arrows and a couple bombs then take the OP and group up with the non-idiots who didn't die in the first 10 seconds when we hit 0.
     
  7. Viken

    Viken Horde Gibber

    Messages:
    108
    It's got to be my favorite part of the game. Tension, dramatic comebacks, epic sieges, floods of chat messages praising the winners...very exciting.

    Anywho, I think it's generally accepted that the attacking team usually bleeds lives; the better the defenses, the more lives lost. So if both teams have a "hell" of a base to camp in, then a frontal charge with knights and solely "ladder-tossing" builders won't work, as the other team will likely have its own knights, traps and archers to counter it.

    I think your strategy mostly depends on the situation you're put in, as the skill-level of players, fortifications in place etc. vary a lot between games. But in general, I think the points to follow would be:
    -Don't attack directly unless you have builder support, and in that case never try to climb up and over a tower if there is an archer in it. He'll simply spam arrows from above; you usually don't stand a chance.
    -Defense is the best form of offense, in the final stage of the game, so if the other team is willing to get off their ass and attack you then let them come. Even if it is boring.
    -Never risk your life if you have another defensive line to fall back to. Allow them to fall into spike-pits, crush themselves in a collapse, exhaust your own bomb supply and only then risk your life in direct combat.

    I'll leave it at that. Cheers for the good thread idea.

    [EDIT: This is from the perspective of a solely pub player. Attack is a more viable/more fun option if you're playing with good, co-operative players. I've gotten too used to playing with Lemming-like ninnies].
     
    CoD likes this.
  8. CoD

    CoD Haxor

    Messages:
    481
    I usually build a good yet simple forward base with an archer nest and put various traps around them and let my archers have at them.
     
  9. Fate

    Fate Studying seashells

    Messages:
    593
    This is usually what I prefer to do as well. Except I am not that privy to eliminating the whole team by myself, I just want to put up a good show to the spectators by then.
     
  10. CoD

    CoD Haxor

    Messages:
    481
    Give them something to remember but I'd still aim to
     
  11. Fellere825

    Fellere825 KAG Guard Tester

    Messages:
    890
    Turtling is so fun though :/ especially when you are the last guy left... Actually it is pretty much the only way tp survive when uou are the last guy. With the fortune you amass from making your impenetrable fortress buy bombs, boulders, and strategically use them.

    While preparing for a last stand you have to start planning ahead when your team is losing by at least 20 lives. Once the lives reach a terminally low point like 50 to 10 prepare to collapse a couple of your towers as traps and to slow down the enemy.

    Though highly effective this is only a stop gap measure. You will eventually need to head out on your own to attack the stragglers. I usually go out with an outpost, since those things soak up arrows like a sponge.

    In conclusion in order to survive a last stand you will need to prepare immediately once the match begins. Start fine tuning your base to be the ultimate death trap. Many people have seen me build rediculous bases but many of these people have realized their effectiveness in surviving a last stand. (e.g. Door fort.. This things is amazing. I created this monster out of pure boredom and it has been my go to building ever since.)
     
    Ghozt, Eggnogg, thebonesauce and 3 others like this.
  12. BC

    BC Bison Rider

    Messages:
    70
    My usual strategy is to fill up on bombs then run in like Rambo. If I'm lucky, I'll kill someone or take down a tower with bombs before I die. Its not the best strategy, but the most fun in my opinion :P
     
    CoD likes this.
  13. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    Circumventing the enemy base is probably one of my favorite things to do in KAG. I like to use a combination of stone stairs, ladders, tunnels, and small sky bridges. Having at least 200 stone/wood is essential, and I also carry bombs/arrows for my mates, or pick up an outpost and one-man army my way in if I don't have anyone left on my team to help.


    Fellere makes a good point, if you know your team is loosing tickets fast, it is always a good idea to make sure your base is ready for the onslaught that will ensue soon. If I'm the only one left, I'll usually stay archer, but if I have a few good teammates left I'll stay builder to repair the towers as needed, and make stone fall traps to stop an aggressive rush.
     
  14. Fate

    Fate Studying seashells

    Messages:
    593
    I have always wondered why our or enemy team (whichever is losing at that game) never considers collapsing the towers that have been invaded by the knights.

    We once accomplished that and boy, did it soak up at least 6-7 lives in one go.
     
  15. Rayne

    Rayne ༼ つ ◕_◕ ༽つ Administrator Global Moderator Forum Moderator Tester

    Messages:
    1,916
    I think you are mistaken, Carver is the worst archer ever, that team would lose so hard that they would be sent back to gayville and their dad would be wait.
     
    Boxpipe, Kyzak, Hella and 2 others like this.
  16. PeterPan14

    PeterPan14 Bison Rider

    Messages:
    232
    I usually just bomb jump into there base and hope i don't hit something like stone or spikes.
     
  17. Bunnyboy

    Bunnyboy Haxor

    Messages:
    599
    when this happens, I buy a bomb and start digging a hole under there base. They all rush into the whole light the bomb and
    KABLAMO!:eek: well... it works sometimes. :D
     
  18. Lexar514

    Lexar514 Shipwright

    Messages:
    46
    Having an outpost close by is going to help a lot, since you want all of the advantages all the classes give you.
     
  19. Gamerbro

    Gamerbro Drill Rusher

    Messages:
    80
    :bison: I normally go archer and start rushing D: maybe not the best idea but it's my strategy:bison:
     
    BC likes this.
  20. Lexar514

    Lexar514 Shipwright

    Messages:
    46
    I hate builders that dig a hole at the end of the round.