Community Forums > Games > Strategy Guides > AoC CS > Gwarz Blood: By Benhouse

Gwarz Blood: By Benhouse

 [ViCiouS]Skreemo


Join Date: 19 September 2010
Posts:5402
Posted 14 February 2011 - 1:52 am
INTRODUCTION: Gwarz has been brainstormed from the map Deathrow (commonly refered to as 'Drow'). The main differences between the two scenarios is that Gwarz has a market and you are given villagers for kill and raze awards. These villagers will have the ability to build and repair.

You will start with a tower that has a base HP of 10K HP. Kills and razing bonuses acquired will build up the tower HP significantly. You also start with 2 gates separated by a small piece of wall. You'll also notice a boosted Subotai (1050 HP, 82 AP) and a Scythian Scout (1000 HP and 80 AP). In the top corner of the map is a Villager, a Mill and Forage bushes for every player. Every player with also have an island behind their starting base that has a variety of buildings, which can create units and upgrade technologies. There is also a square patch of ice where units need to be tasked to spawn identical units at the players base. The middle of the map, on the main island where all players fight, is a much larger square patch of ice, where players receive tributes from GAIA every 30 seconds for a unit being on the ice.

Your starting base with with Heroes and Militia automatically spawning;

You must login into Voobly to view image



The Giant Ice middle area;

You must login into Voobly to view image



Your ice patch where you task units to stand in order to be created inside your base;

You must login into Voobly to view image



This guide will explain the Teutons play, and most of this information can be applied to all other Civilisations. The game-play guide will be kept relatively simple, and the more expert tricks will be listed later.


SETTINGS:

Starting Age: Dark Age
Maximum Military Population: 56
All Techs Enabled (Integrated into map)
Civilisation: Teutons (most played same-civ, but you can play all civs if needed)



GAME-PLAY:


At the start, quickly press the period key (or the hot key designated for idle Villager) for quick access to your Forage Villager (an important unit, especially in team-games). Task it to work, and then scroll to your base and select some spawning Militia (you will automatically start spawning Militia), and task them towards the middle. Then grab your two Heroes (the Subotai and Scout), and task them outside your gate. You now have a few options depending on the circumstances;

This is the top-corner forage area;

You must login into Voobly to view image



- Play defensive and use Heroes for quick kills for a fast Feudal Age research time (50 kills + middle GAIA tribute + Forager will give enough resources for this)
- Play offensive and constantly assault the enemy Heroes, with the intent to kill or severely weaken.
- Rush into the middle and kill enemy units to prevent enemy receiving GAIA tributes (a good player will notice and constantly reinforce with a single Militia)
- [Mainly for team-game] Rush an enemy gate with allies (closest enemy in a weak position always works great) and raze quickly (1 raze will give 3K food which can be shared with team mates through the Market system for a faster start-up).


At 50 kills or after 1 razing, you will receive enough food in tribute to advance to the Feudal Age (as long as you have followed my instructions correctly). By pressing 'H' (hotkey for town center), you will be able to select the technology instantly with a mouse-click. While advancing, this is the best time to annoy the enemy Heroes and try to keep them away from the middle to weaken their resource system (meaning, giving them less tributes from GAIA, as well as making them constantly run their Heroes around, giving them slower kill rewards). If you feel that you will not reach 150 kills before you reach the Feudal Age, proceed to buy 500 food from your Market (you will need this food for instant Castle Age advance and necessary unit upgrades).

Once you reach the Feudal Age, select Castle Age research and upgrade your Militia to Man-At-Arms. Now you have two options;

This is the island where you can select your upgrades (only half is shown below);

You must login into Voobly to view image


Before I list the options, I'll explain the differences. The cavalry style of play will give you faster units, very handy for players with strong micro. Players who use cavalry are likely trying to kill your archers quickly to secure map control, and preparing to raid potential Bombard Tower (I'll refer to as BBT) creating villagers to slow down or even prevent their construction.

An advantage of the cavalry play illustrated below (the after effects);

You must login into Voobly to view image



The infantry style is a more defensive style of play. Teutonic Knights are much stronger than Knights/Paladins in the melee fight, and when mixed with Archer support will create a kill advantage (as long as archers are well supported and protected). Using this may leave you more suspect to a cavalry style raid in the BBT fight stage, so you will need to be sure to have your Villagers well protected and always working. This style of play is slowly dying out, and even a hybrid of both styles are starting to be developed.

- Cavalry play. Research Forging from the Blacksmith and create a Scout from your stable (make sure you task this scout to the Ice patch between the torches for it to be made in your base), and replace your Militia with the Scout. Be sure to research Bloodlines afterward from the stable, as well as the horse armour upgrade and fletching (can all be done before you reach Castle Age). You can choose to create some archer as well (recommended if enemy chooses spearmen as a counter). This strategy is if you choose to want to use Knights in Castle Age.

- Infantry play. Research the Infantry armour upgrade from the Blacksmith and create an Archer from the Range. Then research Fletching + Padded Armour. Replace the Militia with the Archer. If your resources are strong, research Squires from the Barracks.


Once you reach the Castle Age, research Imperial Age, research Treadmill Crane (University) and Masonry afterwards (if you have the resources+speed) and build a tower in the top corner (the forage area - this will give you a free raze in 1v1, and many in team-games if you win the tower fight). Follow these instructions regardless of what unit strategy you've chosen;


- Cavalry play. Create a Knight from the Stable, and replace the Scout. Research Bodkin Arrow quickly, and then your Cavalry Armour+Attack. If your resources are strong, research Husbandry from the Stable. At this stage, you want to be pushing the enemy back toward their base (Some Archers are extremely useful for the later BBT stage).

- Infantry play. Create a Teutonic Knight to mix with Archers. Upgrade Archers to Crossbowman and research Bodkin Arrow. Try to research Thumb Ring afterward, archers fire faster with 100% accuracy (they won't stray when against still units).


Once you reach the Imperial Age, research Chemistry immediately.

-Cavalry play. Research Cavalier before you upgrade armour/attack/range. If you're low on resources, you'll need to manage your economy so you will have 800 food and 400 wood to research Bombard Towers. These will become extremely important in Imperial Age fighting if the game is close.

-Infantry play. Research Elite Teutonic Knight (costs 1200 food, so if you've played right, you should have the resources for some unit upgrades and enough for the Bombard Tower research afterward).


Bombard Tower Play:

Once you've finished researching Bombard Towers (be sure to have Villagers ungarissoned for fast access), proceed to build Bombard Towers on the side of your base closest to the enemy. The idea of this is to win the 'side battle' and cripple a side of their unit spawn, which can be advantageous in the kills fight, as well as make it easier to push forward with villagers. If you lose this fight, it will be much harder to push out with villagers to build and surround the enemy, locking them in their base.

An example of where the side battle takes place (the player here won it unmatched);

You must login into Voobly to view image



After this battle, or if you have map control and enough villager population, build some Bombard towers outside your gates. You will want to get the first few up quickly, for a quick garrison if the enemy raids with cavalry/archers unexpectedly. You will want to build your towers so you can protect the working villagers easily, while still be able to push fresh units into the battlefield quickly, without having to run around a mess of Bombard Tower constructions and units.

Below is an example of pushing out, and how the enemy will quickly try to attack it;

You must login into Voobly to view image



You will have two options now. Work for Genghis Khans through kills (1500 needed) or through razes (20 needed). You'll have to examine to game conditions for yourself to decide which is the best option.

Be sure not to give away razes easily, as 10 razes will receive a player Harald Hardraade, and 20 razes will give Genghis Khan. In early Imperial play, this will cost you games if they can raze quickly.

Now, the rest of the game will be all player skill and control. 1500 kills/20 razes will give Khans, 2500 kills/40 razes will give Saboteurs.



TRICKS AND TIPS:

- In early Subotai/Scout fighting, a lot of players choose to snipe with their Subotai behind a wall of Militia. Why? A wall of Militia will help prevent the Scout from bursting through to attack the Subotai, meaning they have to run around which gives the player time to retreat if needed.

- If you want to reach 50 kills quicker than the enemy (especially useful in 1v1s), try using your Scout to distract/annoy the enemy Subotai, and use your own Subotai for kills until you hit the 50 mark. This will help let your Subotai work uninterrupted, while slowing down their Feudal Age research. Beating the enemy by 20 seconds in Age research is a huge advantage.

- When sending some militia to the middle for the GAIA tributes, try to hide in two locations (e.g. in two corners, or use 1 to distract the enemy units in the middle and the other 1 to remain unnoticed). This can give you more time to focus on the early Hero fight.

- When in doubt, use your market. In you're unsure that you'll have the resources to get some vital technologies or units, think ahead and use the market. Once you get used to the map, you'll gain a better understanding on the resource tributes and how they're distributed, and what you'll need to do to follow a strategy. Sometimes games can be slower in the kills department, especially if you're behind by a lot due to losing Heroes early or slower Age researching.

- Some players like to build a layer of wall behind their gates, leaving a tile free for units to get out. This will help block against a cavalry raid in the early BBT stage. You may need to remove this wall later for better forwarding.

- When trying to mass Bombard Towers, spreading your Villagers to work individually or in pairs will build 10 Bombard Towers faster than trying to reach the same number with all the Villagers working on one at a time.

- Try to make the enemy constantly have to look after their Villagers. This will make their reinforce less frequent, while making your forwarding push stronger. If you can kill a Villager, ALWAYS do it. The less Villagers the enemy has, the slower their Bombard Tower push.

- Make sure all members of your team have the resources to research vital technologies. You might be sitting with an extra 1000 food, and an ally needs 300 food to keep up in the fight. It's much easier to win with an ally that's function able to fight with you, rather than having to share units to protect them from death.

- Keep an eye on how the enemy is building their Bombard Towers and their Villager activity. In some intense fights, they can sneak in some quick BBT constructions to steal razes (especially at the base sides), while you're busy focusing elsewhere.

- If you win the "tower fight" in the forage area, it is ok to delete a tower and construct a Bombard Tower to raze enemy Mills and non-built towers.


NOTE: Need to proof-read for fixes and more information will be added later.
Link | Reply | Quote
 Vicious_MrArchy


Join Date: 8 February 2011
Posts:7
Posted 19 February 2011 - 2:53 am
Showing a game featuring Sean
What more can you expect from a guy who thinks going palas promotes camping
Since I am archy and the map provokes camping i would like to say the best strategy in this game is just camping your ass off
Link | Reply | Quote
 [22252]Ascended


Join Date: 29 December 2010
Posts:93
Posted 19 February 2011 - 10:19 pm
Showing a game featuring Sean
What more can you expect from a guy who thinks going palas promotes camping
Since I am archy and the map provokes camping i would like to say the best strategy in this game is just camping your ass off
pro strategy
Link | Reply | Quote
 [ViCiouS]____Tom____


Join Date: 24 July 2007
Posts:1716
Posted 19 February 2011 - 10:54 pm
Pals/walls don't promote camping at all. It's actually the other way around. BBTs promote camping however.
Link | Reply | Quote
 [22252]Ascended


Join Date: 29 December 2010
Posts:93
Posted 19 February 2011 - 10:56 pm
That's why Gwarz and Hero Fest are such bad maps.
Link | Reply | Quote
 [ViCiouS]____Tom____


Join Date: 24 July 2007
Posts:1716
Posted 19 February 2011 - 11:03 pm
You can camp your way to a win in just about every Blood/CB map. It's part of the reason I don't play them as much anymore.
Link | Reply | Quote
 [22252]Ascended


Join Date: 29 December 2010
Posts:93
Posted 19 February 2011 - 11:05 pm
You can camp your way to a win in just about every Blood/CB map. It's part of the reason I don't play them as much anymore.
But if you play aggressively in Hero Fest/Gwarz you will more than likely lose, there are only a few commonly played Bloods where playing defensively (not just full camping) is the best strategy.
Link | Reply | Quote
 [ViCiouS]____Tom____


Join Date: 24 July 2007
Posts:1716
Posted 20 February 2011 - 2:13 am
Actually, the deciding factors of both Gwars/Herofest require aggressive play. It's only after BBTs are up that one can camp out a victory. Every map needs a middle incentive (like Grave and Spider, not Vets/Smosh/KM) in my opinion.
Link | Reply | Quote
 PR_Green


Join Date: 10 October 2007
Posts:886
Posted 2 February 2012 - 2:49 pm
bump
Link | Reply | Quote
 [ViCiouS]JAJAJAJ


Join Date: 6 August 2007
Posts:479
Posted 11 May 2012 - 8:53 am
Actually, the deciding factors of both Gwars/Herofest require aggressive play. It's only after BBTs are up that one can camp out a victory. Every map needs a middle incentive (like Grave and Spider, not Vets/Smosh/KM) in my opinion.

AGREED ALTHOUGH IN HERO FEST'S DEFENSE (LOL) THE MAP WAS CREATED FOR AOK, IN AOK ITS VERY HARD TO CAMP SINCE U CAN CASTLE PUSH SOMEWHAT EASY (EASIER AND FASTER THAN BBT PUSH) BECAUSE CASTLES PWN BBTS. BUT YEAH, ONCE BBTS ARE BUILT, IT'S VERY HARD NOT TO FEED AND WIN.
Link | Reply | Quote
 [MM]Amrinder


Join Date: 18 October 2012
Posts:9
Posted 8 November 2012 - 5:33 pm
from 900 kill u ll get heros
but if u are able to get 15 razes u ll get a GK to re spawn behind base
Link | Reply | Quote
 Coat_of_Arms


Join Date: 29 November 2012
Posts:6806
Posted 2 June 2013 - 7:10 pm
Great guide. Thanks Ben! ;thumbup


Link | Reply | Quote
[1]
Displaying 1 - 12 out of 12 posts
Forum Jump:
1 User(s) are reading this topic (in the past 30 minutes)
0 members, 1 guests

What's popular right now:
Most active threads in past week: