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PostSubject: Angvir's Maze   Thu Jul 29, 2010 4:52 pm

I've never been very good at this map for whatever reasons.

I was playing a 2v2 here last night and I was like a cornered animal fighting for survival. I managed to stop the onslaught of my base with mage towers. GS dropping executioners on artillery like cats and mortars to support the towers fared very well for me and it ended up taking 2 opponents to zerg my base. I had a temple up and was capable of taking care of the crossbowman so I could continue my drops, but the mana ratio in the offense of two players and the defense of one was too much to handle.

Nevertheless, my opening strategy for that map has been obscured for as long as I can remember. It's never the same and my priorities, mapwise, change game by game.

For those of you don't know, Angvir's Maze is one of TA:K's past times.

Does anyone have good experience on this map? Opening strategies? Priorities and perogatives?

I need help :D
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ACE

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PostSubject: Re: Angvir's Maze   Thu Jul 29, 2010 5:09 pm

Haha, the only tactic I have is from playing cpus on that map which is totally useless against you guys. I loved playing that map, you just gotta get as much mana as you can quickly I think, but it becomes very tough to manage your stuff, if the players act anything like the cpus, take the bridge as soon as you can and stop them coming over to your half so you can fight for the whole of your side more easily. then turn your attantion to their side Very Happy

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PostSubject: Re: Angvir's Maze   Thu Jul 29, 2010 7:23 pm

I was at work thinking about it today and I think the solution is more experience on the map.

On sewers, I can draw you an entire sketch of the map from memory. Every berm, which way they face, all the bridges, right down to every last lodestone placement. This runs concurrent with several other maps I've played, but nothing is like the Maze.

Don't forget when playing the Maze against players that the bridge is merely a small portion in which many ways can be obtained to cross the canal into one of the several catacombs which engulf the map. Swamp beasts, ghost ship, Kirenna, and god forbid that Aramon builds Man of War's in the canal. On a side note, for it's tier status and power (%200 damage against monarchs and stationary structured - correct me if I'm wrong) the Man of War is the second best unit in the game IMHO.

So as far as controlling the bridge is concerned, I see it as little avail to the security of the map as a whole. As I stated above, there are several ways to offensively negotiate the canal and become a surgeon on the opposite side of the map trying to dismantle your opponent from the ground up - particularly mana. If anyone has any different points of views, please let me hear them. I would like to get a general consensus on all of our thoughts so we can learn and become better players from this process.

I believe the main problem people like me have on this battlefield is the territory, it's terrain, and how to properly disburse your logistical aspects on this theatre.



I'll be off work and home playing the Maze, among other maps, around 11PM ET if anyone would like to join me and try to conquer this paradigm.
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PostSubject: Re: Angvir's Maze   Fri Jul 30, 2010 7:07 am

Man, Maze was one of my favorites! OMG it was always so fun because the games were never very predictable.

The years have dulled my memories of what I used to do on it though. I definitely remember a few times where going Absyss was quite effective. Having a dark hand or two for all kinds of free liches. Then archers or fire demons to bait a mon to wave + witches to storm it to death before it even came around the berm.... fun stuff. Don't think I played 2v2 too much on that map though.

Tossing some shipping in the canal was always nice.

I really don't remember how it went, but 8 player FFA's were to die for on that map or 3v3's...
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PostSubject: Re: Angvir's Maze   Fri Jul 30, 2010 10:34 am

Maze is one of them maps where every race is actually good. Esspecially Zhon(spread), and Creon(time to build up)

Taros sky knights are great for taking out the mana, combined with iron beaks and you have a wreacking machine for taking out your enemies economy.

Mage Towers are king here. Like Hate said.

If your Taros you just have to try to upgrade early or else you may very well have the same fate as hate. I've died the same way many times there in the past.


If you really want to try something fun. Do a LUG(low unit game) match on maze....
26 unit limit is what we always considered lug... 1 for mon, 3 mana(assuming this is what you did) and 1 building... *shrug*
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PostSubject: Re: Angvir's Maze   Fri Jul 30, 2010 11:53 am

I've lately found that it itakes twice as long to get to your mana due to the berm placement.

What this means is that you are going to have twice the downtime in between building lodes and your mana is going to regenerate and build up. It's a good idea to take the basic strategy on 3rd party maps of "1 builder per 3 mana stones" and make 2-3 "filler" builders to suck that mana down as fast as you can; IE - production.

My first game on the Maze last night and a few on the night before showed me that I had a severe abundance in mana and I didn't know how to spend it all, 10k on average! This is 10 minutes into the game I'm talking about.
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PostSubject: Re: Angvir's Maze   Fri Jul 30, 2010 12:02 pm

A few tweaks and the end result seems to be getting better. Notice the mana management in the photo, doesn't get any better than that. Keep in mind if you think you are going to lose ground you should always conserve mana for tower placement.

For those of you who don'y know, the rictus deals %200 damage to monarchs and buildings exactly like a ship.

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PostSubject: Re: Angvir's Maze   Fri Jul 30, 2010 12:08 pm

Taros ghostships are great for transporting masons to get to mana quicker. I dont think the berms effect taros as much as creon, aramon, or veruna!

That looks like a fun match Hate! Rictus' rule!
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PostSubject: Re: Angvir's Maze   Sun Mar 13, 2011 3:22 pm

I have palyed on "Angvir's Maze" a few times against AI. I am a noob, so you probably know this map better than me, but in my opinion Angvir's Maze is a too complicated map for a general battle plan. Every place of the map needs a different and special 'treatment' in order to do your best on this area. However, there are some general TA:Kingdoms tactics that are helpful here:
* 1) Take the center: In Angvir's Maze map, that means to take controll of the river. This tactic is a must, especially if all your opponents are on the other side of the maze. However, if your opponent is on the same side with you, this tactic will not offer a lot.
* 2) Build Defenses on the adamantine wall: As you probably know, Taros maps usually have huge black built-in adamantine walls. The same goes with Angvir's one. A well known feature of TA and TA:K is that the range and sight of a unit is greater on high elevation. Towers, Strongholds, Mortars, Totems, even ranged infantry placed on the top of those walls are a pain in the \"***\" for your opponent.
* 3) Use aerial transport if available: Because of the complexity of this map, slow moving infantry will reach the desired destination after a year or two if they go on foot! Even fast-moving cavarly will encounter obstacles and they will have moving problems. Angvir's Maze is NOT a flat map, although it looks like one. It is better to treat it as a mountainous one. The best movement type is the aerial one. Rocs and Ghost Ships are a must have here [after all, Rocs and Ghost Ships are a must have in every map, LOL!].
* 4) Try to corner enemy units: It is much easier to trap an enemy Monarch or an army of infantry on this map rather than the flat ones. That is because of its narrow places and its dead-ends. Gates can also be proven excellent blockers and mon traps here.
That's all I had to say. However, you will probably know better than me, cause you are much more experienced than me. Farewell...!!!
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PostSubject: Re: Angvir's Maze   Sun Mar 13, 2011 5:50 pm



Last edited by on Thu Sep 08, 2011 10:41 am; edited 1 time in total
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PostSubject: Re: Angvir's Maze   Sun Mar 13, 2011 6:13 pm

@Player1[Landherr]: Neo dragon, what???
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PostSubject: Re: Angvir's Maze   Sun Mar 13, 2011 9:33 pm



Last edited by on Thu Sep 08, 2011 10:41 am; edited 1 time in total
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PostSubject: Re: Angvir's Maze   Mon Mar 14, 2011 2:44 am

Oh, I see! You actually mean the best kingdom choice for Angvir's Maze is the Republic of Creon, mostly because of their Neo Dragon unit. Thanks for that suggestion! I will try them one day on this map...
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PostSubject: Re: Angvir's Maze   Mon Mar 14, 2011 2:35 pm



Last edited by on Thu Sep 08, 2011 10:41 am; edited 1 time in total
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PostSubject: Re: Angvir's Maze   Mon Mar 14, 2011 6:24 pm

Creon and Zhon are the best choices for the Maze, most prefer zhon because of their supreme mobility.

One thing you have to remember is that creon is a completely broken race. It's totally imbalanced. As creon, you will get rolled over on small maps, but decimate on large maps due to Neo Dragon, Beasts, and mirrors.

There are many things to nitpick about Creon but I think we all can find common ground on the fact that it is imbalanced.
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PostSubject: Re: Angvir's Maze   Mon Mar 14, 2011 10:03 pm

I guess tar isnt that bad in angvirs, but maybe zhon and creon are better there.
Well i never played it so, dont listen the noob here. ^^
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