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Thread: Strategic Fundamentals in team play

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    Default Strategic Fundamentals in team play

    In a typical battle both sides will skirmish with ranged units to reduce the firepower of the opposing side. If one side takes too many ranged units, the answer to that is to attack with melee units. If one side takes too many melee units, the answer to that is to skirmish with ranged units as much as possible. How much is too much ranged or melee has to be determined by experience. Through experience, players will find an optimum mixture of ranged and melee units which means that neither of the two options for attacking is viable. That is you can't win the skirmish against your opponent decisively, and you can't charge successfully. A team game offers another attacking strategy which is to send more units against one of the opponents than he can handle.

    In a basic 2v2 situation, suppose you have C and D attackers and X and Y defenders:

    ..CCCCCCCCCC......DDDDDDDDDD

    ..XXXXXXXXXX......YYYYYYYYYY


    If C attacks X, D can assist C and delay attacking Y:

    ............................DDDDDDDD
    DCCCCCCCCCCD
    ..XXXXXXXXXX......YYYYYYYYYY

    If Y moves to assist X, then D should attack Y. It's important that D's main army be close enough to Y to effectively counter Y's move. The D player has to control the units that are assisting the attack on X, and also keep an eye on Y for any sign of movement.
    Last edited by Puzz3D; 11-08-2007 at 18:40.

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