Post by SkinnyGreenMan on Apr 3, 2007 21:04:09 GMT -5
First off, no one vote in this poll unless you're on the list of people who've signed up for the Members Trip. This means that even those who aren't sure (total rogue, soopafly111, etc) cannot vote unless they've said for sure that they are comming on the members trip.
That said, one purpose of this thread is to decide which side on castle wars green games will take for the duration of this members trip.
This thread can also be used to discuss anything else related to our members trip castle wars. I'll start off by posting a strategy idea of mine.
We'll probably play some games without strategy in mind - both to help the new players get familiar with castewars and just for fun. But, one of the advantages of having a group of people who know each other play castewars is that you can work together with strategy, which teams don't often do. I'm going to post some strategy ideas; if anyone has changes, suggestions, or whole new strategies, feel free to post them in this thread.
The saradomin castle is shown on floor 2. The idea is to keep everyone out of our castle. On the wall, we'll need binding mages and offensive mages and rangers. The binding mages can either be Aincient Mages or Modern Mages using bind/snare/entangle spells. Anyone who comes across the moat will get frozen and pummled, hopefully killing them before they can get through the door. We also need melees with high attack and strenght guarding the ways in on the 2nd floor. If the melees die, they spawn right next to where they were so it's no big deal. They'll have to take out everyone comming though the dungeon, and anyone who gets passed the rangers and mages.
Also, there will be baracades blocking the way from the 2nd floor to the 3rd. This will slow down any traffic. The melees on guard should have a few explosive potions handy in case our offence comes in with the opponents flag, but other then that our guys can go through the respawn room without removing the baracades.
If we have two spare people, (mages or rangers), it would be benneficial to put them in the underground passage to keep the opponent from mining their way through. It isn't a foilproof method, but it will help keep the melee guards from getting swamped.
The offensive part of this strategy is a little less defined. Basicly, all I've decided on is that it's best to use the agility rocks. Our offensive people should be dragonhide-clad and have high defence. There might only be a few, going in groups or going two seperate ways at once. They basicly stock up on bandages, go to the agility rocks, run to the castle, take the flag, and come back.
That said, one purpose of this thread is to decide which side on castle wars green games will take for the duration of this members trip.
This thread can also be used to discuss anything else related to our members trip castle wars. I'll start off by posting a strategy idea of mine.
We'll probably play some games without strategy in mind - both to help the new players get familiar with castewars and just for fun. But, one of the advantages of having a group of people who know each other play castewars is that you can work together with strategy, which teams don't often do. I'm going to post some strategy ideas; if anyone has changes, suggestions, or whole new strategies, feel free to post them in this thread.
The saradomin castle is shown on floor 2. The idea is to keep everyone out of our castle. On the wall, we'll need binding mages and offensive mages and rangers. The binding mages can either be Aincient Mages or Modern Mages using bind/snare/entangle spells. Anyone who comes across the moat will get frozen and pummled, hopefully killing them before they can get through the door. We also need melees with high attack and strenght guarding the ways in on the 2nd floor. If the melees die, they spawn right next to where they were so it's no big deal. They'll have to take out everyone comming though the dungeon, and anyone who gets passed the rangers and mages.
Also, there will be baracades blocking the way from the 2nd floor to the 3rd. This will slow down any traffic. The melees on guard should have a few explosive potions handy in case our offence comes in with the opponents flag, but other then that our guys can go through the respawn room without removing the baracades.
If we have two spare people, (mages or rangers), it would be benneficial to put them in the underground passage to keep the opponent from mining their way through. It isn't a foilproof method, but it will help keep the melee guards from getting swamped.
The offensive part of this strategy is a little less defined. Basicly, all I've decided on is that it's best to use the agility rocks. Our offensive people should be dragonhide-clad and have high defence. There might only be a few, going in groups or going two seperate ways at once. They basicly stock up on bandages, go to the agility rocks, run to the castle, take the flag, and come back.