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 Taros T1

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Clay4141
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PostSubject: Taros T1   Taros T1 EmptyFri Mar 19, 2010 12:02 am

Zombie

The zombie is an exceptional unit on small 1v1's. Reason being for their main use: cannon fodder. Never patrol a zombie Cabal... always "move" them. They are targets while your other units utilize their distraction as you micromanage. I've seen a handful of people, even recently, patrol them expecting to do some cheap damage. It never happens, and it never will. They are strictly for diverting attention, period.

Black Knights

Once again, a pretty useless unit. Only uses are for third party maps for killing the endless stream of hawks coming out of the Aramon barracks when you play a treb game. Or for killing a Thirsha in a late CD/DC game when you have to hunt that cunt down.

Ghost Ship

Oh... the Lokken ferry unit as I like to call it. It's pretty much their only use besides scouting for fire demons due to their hit points on large 1v1/2v2 maps. If you aren't going to use early/midgame drops, then I advise you don't produce this unit at all. Otherwise, they are extremely efficient at dropping a groups of Exe's early game or a few witches mid game. Late in the game - don't expect to get anything through unless they are in groups or your partner is Zhon. Also good late game for patrolling on passive as a perimeter.

Executioner

The Taros bread and butter unit. With one of the lowest costs and fastest build times (not comparable to V2.0) the are a devastating unit. They compete with swordsmen and warriors on the same scale as far as balance is concerned. Taros has the fastest build time for a tier 1 building (cabal - possibly behind the enclave, I do not have the stats in front of me) and just to simply say that they are bad "***".

Gargoyle

Compared to the other scouting units - on the righteous side - these units blow goat balls. All that matters on scouting air units is the speed and turn radius. The gargoyle has neither. It blows "***".



To sum it up, the Tarosian Front of Tier One is inferior to the other races. You must be fierce in your attack or set up a strategy so that you can utilize a Temple. An Abyss simply won't do, under any circumstances. 9/10 times I build a Temple. The only time I build an Abyss is after I have a Temple producing units.
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Clay4141

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PostSubject: Re: Taros T1   Taros T1 EmptyFri Mar 19, 2010 1:42 am

I'd like to add a few advanced techniques involving Taros Tier 1 Units that Hate left out.
I also agree with many of the things he said, however almost every unit has a reason to be built.

Zombies-
Love them, hate them. I love them when I'm Taros. I hate them when I'm against Taros. Zombies have a shit ton of health. They are walking walls. Like Hate said, just move them into the other side of the map, into your opponents base. And if you happen to compile enough zombies in one place.... You have the chance to pull off what is known as a "Super Wave." Correct me if we call it something else now. A Super wave is a technique when a monarch waves a large group of units in an area. The damage is somehow multiplied. I've seen strongholds, enclaves, and temples leveled when a "****" Lokken walked into my base amongst all his zombies and waved. Killing almost everything I had. Understand you need a shit load of units to pull this off, but zombies are the ideal unit to do this. Cheap, and very effective.

Black Knights-
Again I agree they are pretty useless.... Although as hate said you can use them to pick off enemy birds. With less than 10 bird kills, your black knight will become gold. Now what you do, is take that black knight and put him in the back of your base. You continue to do this with as many black knights as you possibly can. And just sit them back there. You can use them offensively to annihilate melee units, or you can wait for that roc to fly over. And own it. All units do more damage when they are veteran status... and gold gives the most extra damage. If you happen to see Thirsha, run her down, because your gold arrows will shoot her out of the sky in seconds flat! ...Sage did it to me, I know better now!

Ghostships-
Yes I agree with almost everything again. Except I would attempt to still use them in later games. When you have no other choice and you need to pull off a miracle, sometimes ghost ships can be that miracle. Load a few ghosthips up with Liches. And then set up a distraction somewhere so that you can try to pull your enemies attention to another part of the map. Hope for the best and if you manage to drop the Liches into the enemies base... your gonna love yourself. They manage to hurt eachother, but they will hurt the base much much more.
If you have an aramon ally. Titan drops via ghost ship also are very deadly.

Gargoyles-
They help for sight, I like to set up a cabal to make just gargoyles. The vision is helpful because once they get in a straight line, they are pretty quick and beat any ghostship.
Another thing to do... When you have a fallen angel, and you are ready to use it. Put your angel in the same group as a flock of gargoyles. They will provide cover for your angel. Very Very useful. Also the gargoyles make it a lot harder for people to target your angel!
-If you really want to make a deadly force; Combine Gargoyles, Iron Beaks, and Sky Knights with your Fallen Angel! When you use your Wrath attack, only your Gargoyles will be damaged!
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Wqaopl

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PostSubject: Re: Taros T1   Taros T1 EmptyFri Mar 19, 2010 7:56 am

Black Knights cant be frozen so are good in cobanation with other archers agensed neo dragons.
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AsTheRuinsFall




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PostSubject: Re: Taros T1   Taros T1 EmptySat Mar 20, 2010 8:38 am

I remember when that super wave thing was a secret that only a handful of people knew. Haha, I got called a cheater several times for that.. heeh.

Correct me if I'm wrong, but the dragon's waves can also be amplified. Best unit for the dragon to power up their wave is an acolyte I believe. Very useful when someone has a large group acos that pretty much heal everything (including themselves) before you can damage through the healing. Kinda like an atomic bomb going off. Hilarious Razz .
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Clay4141

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PostSubject: Re: Taros T1   Taros T1 EmptySat Mar 20, 2010 2:39 pm

1)Dragons wave can be amplified.

2)If a dragon kills 3 Fallen Angels, he can wave.
Otherwise, kill acolytes followed by birdies!

3)Acos are the best healing unit because of their AdjustJoy Aura(healing.)
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CTRL

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PostSubject: Re: Taros T1   Taros T1 EmptyThu Aug 05, 2010 7:14 pm

i often patrol zombies as taros but i useually have another cabal producing executioners aswell they are the ones doing the damage the zombies are just produced so quikly in masses that the executioners just merge in then they do the damage so yes they are the distraction

also they are great when your almost cornered they buy you so much time you can possibly recover and go on to win.
zombies are definatly under estimated
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$_ARTHAN

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PostSubject: Re: Taros T1   Taros T1 EmptyTue Mar 22, 2011 2:07 pm

Personally, I believe that Zombies offer that super wave attack because they were originally meant to be combined with Liches. Liches are undead and Zombies are undead too, so they will take the minimum damage from the Lich's wave attack. Zombies and Liches have also about the same speed, so they make a fine group together. Probably, the original strategy was "the more allied Zombies were around a Lich the more powerful the Lich's wave should be" and, because of that, the TAK programmers made zombies to increase the area damage of an allied attack which hit them. However, it is just my personal opinion. I have absolutely no proof of that...
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PostSubject: Re: Taros T1   Taros T1 EmptyTue Mar 22, 2011 2:28 pm



Last edited by Ø on Thu Sep 08, 2011 1:43 am; edited 1 time in total
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PostSubject: Re: Taros T1   Taros T1 EmptyTue Mar 22, 2011 5:17 pm

There has already been threads about AoE effects. One good example is the Savage thread about "I can kill a mon in one hit." Well, we know how to make a mon invincible as well. Also, superwaves don't work the way you think that they do.
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PostSubject: Re: Taros T1   Taros T1 EmptyTue Mar 22, 2011 7:25 pm



Last edited by Ø on Thu Sep 08, 2011 1:43 am; edited 1 time in total
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PostSubject: Re: Taros T1   Taros T1 EmptyTue Mar 22, 2011 9:58 pm

It's possible to kill a mon in one hit, it's also possible to make one invincible - completely legal and aibiding by all programming laws within the game. However unfeasable it may be to do so, it can absolutely be done.

As far as the superwave mechanics go, figure it out for yourself.
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PostSubject: Re: Taros T1   Taros T1 EmptyWed Mar 23, 2011 11:47 am



Last edited by Ø on Thu Sep 08, 2011 1:44 am; edited 1 time in total
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PostSubject: Re: Taros T1   Taros T1 EmptyWed Mar 23, 2011 1:31 pm

lol
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PostSubject: Re: Taros T1   Taros T1 EmptyWed Mar 23, 2011 6:43 pm

Watch my Fire Mage video at the end and you will see a Fallen Angel. Try to do that kind of destruction on just one bastion. That pretty much gives it away since you're basically begging.
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