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June 13th, 2008, 01:31 PM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: Turtlers and Rushers?
I play dominions very defensively.
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June 13th, 2008, 01:55 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Turtlers and Rushers?
Of course at some point you have to decide when to stop being just defensive. I forgot to mention the mix style I call "bursting dam". Defensive growth of a major army and when the other guy reachs you all worn out from fighting his way to you, then you burst forth like a wave of water going as far and fast as you can before wearing yourself out. Then tax to the max and buildup fast for the return strike from them. Sometimes using heavy purchase of PD near him for a buffer. Its also a favorite tactic for people who consider themselves "defensive but dont piss me off" revenge-style players.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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June 15th, 2008, 11:57 PM
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Corporal
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Join Date: Jul 2007
Location: New Castle, Delaware
Posts: 67
Thanks: 10
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Re: Turtlers and Rushers?
Some may consider rusher to be someone who captures independents in a line away from his capitol in order to quickly reach and destroy someone who is not expanding quickly and is perceived to still have a weak army and therefore be an easy target. I expand slowly away from my starting capitol in expanding concentric circles which could be considered a form of turtling until a rusher meets the outside ring, then my production advantage pays off. This kind of reflects what Gandalf was saying. I also like to get my construction to level 4 asap, for weapons, equipment, and to accelerate research with Skull Mentor.
By the way, mercenaries are great for their price and tremendously help expansion especially in the early part of the game.
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June 16th, 2008, 01:01 AM
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Corporal
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Join Date: Feb 2008
Posts: 167
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Re: Turtlers and Rushers?
I'm definitely a turtler.
However, recently I've forced myself to be a lot more aggressive in playstyle, and it's been more fun and enjoyable.
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September 6th, 2008, 05:36 PM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
Thanks: 4
Thanked 1 Time in 1 Post
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Re: Turtlers and Rushers?
Quote:
Originally Posted by Darkstone
I'm definitely a turtler.
However, recently I've forced myself to be a lot more aggressive in playstyle, and it's been more fun and enjoyable.
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That defenetly sounds like fun. I wonder how a Kamikazy strategy would work going all out with no PD. 
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September 7th, 2008, 10:42 AM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
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Re: Turtlers and Rushers?
Quote:
Originally Posted by Atreidi
I wonder how a Kamikazy strategy would work going all out with no PD. 
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Some scouts or even bare indie commanders would be able to conquer all the territories you leave behind with your kamikazes and probably going deep into your territory also ^_^
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