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Age of Mythology Heaven » Forums » Strategy Discussion » Oranos Raiding/Rushing
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Topic Subject:Oranos Raiding/Rushing
fubudis
Mortal
posted 22 May 2005 08:37 PM EDT (US)         
I've seen a number of posts pertaining to Oranso and his rushing/raiding abilities. I'm assuming he masses turmae, but im not sure. and also, what makes him a more desirable choice for this raid/rush than say gaia who can advance quicker. Is it because of his +speed bonus to all units?

If you give a man a match, he will be warm for an hour. If you set a man on fire, he will be warm for the rest of his life.
AuthorReplies:
Lord_Spike3
Mortal
posted 23 May 2005 00:51 AM EDT (US)     1 / 6       
i dont really play oranos or heard of dis strat before but i think the sky passages could be quite helpful. but turmas i find quite ineffective for killing villigers, because they shoot at a range and so often let the villigers run past them instead of blocking thier way (as wid swordz men cav). instead of turmas murmilo could possibly be used?

Spike


All men dream, just not some as much as others. Some men dream of great things in the dark of night, but when morning comes they see that these things are out of their reach and forget them. Other men dream in the day, these men are dangerous men indeed, for they dream of change and conquest and fight for it with unmatched strength. These are the Chaos Knights
Fanatic_Kaster
Banned
posted 23 May 2005 02:48 AM EDT (US)     2 / 6       
In games with Large map enabled(Large map is always enabled with 6+ players) Sky passages and Oranos's speed boost become invaluable.

Turma are great raiding units, Fast and ranged, use Hit&Run type tactics with them.

Quote:

for this raid/rush than say Gaia who can advance quicker.

Gaia=Defensive God, Oranos=Offensive God

I think Oranos is best for team games cuz he shares LOS of TC's to all ally's and most Oranos players will build passagers in there ally's bases.
Passagers are also good for when sending Vills far from your TC's so they can simply retreat to the Skypassage.

[This message has been edited by Fanatic_Kaster (edited 05-23-2005 @ 02:53 AM).]

DeathAndPain
Mortal
posted 23 May 2005 04:15 AM EDT (US)     3 / 6       
Oranos' speed bonus is the answer, and turmae are the units, yes. With Oranos they are just as fast as hippikons. Melee raiders need to get into melee contact before attacking. When the villies run away, the melee raiders must chase and can only pull off a hit now and then. On top of that, melee raiders disperse their damage across the villies (because it is more than hard to have them all attack the same villie because they would all need skin contact to that villie first), so it lasts longer before the first villie dies.

Turmae, however, can all focus fire on one villie (so that one is immediately dead for good). Then they run a little bit behind the fleeing villies in order to catch up and fire again. No need to overtake the villies and block them so that you get time to get your raiders into melee range and deliver enough damage for a kill.

They can also attack from outside range of the defensive tower that would protect the villies against melee raiders. They are not vulnerable to the +100% tower bonus from the crennelations upgrade (although crennelations will help to hit them better). They still have good pierce armor against the towers. They can attack from behind the forest that your villies are hacking at (or any other obstacles). And still they are fast enough to run if superior opposition shows up.

Sky passages are good in theory, but rarely seen in 1v1 RM games because they are expensive, require a slow citizen at the desired dropoff-point and require some micro to operate. Things may be different in team games though.


Darkness is a state of mind
Valor is the contempt of Death and Pain. (Tacitus)
Problems worthy of attack prove their worth by hitting back. (Piet Hein)
Lord_Spike3
Mortal
posted 24 May 2005 11:15 AM EDT (US)     4 / 6       
ok so it soundz like the turma can defo kill a few villes easaly. but since the villes arent running around in circlez tryin to get buy them and the turma have such a low attk wouldnt it be hard to wipe out the villez? where wid swordz men they wouldnt kill a ville as fast but would possibly kill more over all? of course inf would only be good vs gold minerz who r usually unprotected. the turma would defo be needed to go after things closer to the enemiez base. i dont play oranos so today im goin to test out the two. im probably wrong about the turma/murmilo thing but itz alwayz good to look at thingz from all pointz of view.

Spike


All men dream, just not some as much as others. Some men dream of great things in the dark of night, but when morning comes they see that these things are out of their reach and forget them. Other men dream in the day, these men are dangerous men indeed, for they dream of change and conquest and fight for it with unmatched strength. These are the Chaos Knights
DeathAndPain
Mortal
posted 25 May 2005 04:46 AM EDT (US)     5 / 6       
Swordmen are good if you get them there. But infantry is usually slow, so you need a lot of time walking around, trying to find the vills. Meanwhile, your enemy is attacking you elsewhere. You have no raiding advantage, because your infantry has not yet found/reached the enemy villies, but you have far less pop to defend your base, because a large part of your pop is far away searching for enemy vills to raid.

That is why fast units are preferably used for raids.

Quote:

but since the villes arent running around in circlez tryin to get buy them and the turma have such a low attk wouldnt it be hard to wipe out the villez? where wid swordz men they wouldnt kill a ville as fast but would possibly kill more over all?


When the vills run away, your swordsmen are just slightly faster, so they have to run a lot to catch up with the villies after every single hit. Turmae can catch up much quicker and have more time to attack. And when the enemy vills reach their home base (or defending troops arrive), then it helps little to have inflicted wounds on many enemy vills: They will still gather just as fast. However, if all turmae focus fire on one vill, then that vill is dead for good. He will never reach safety and never again gather a single resource for the enemy.

Darkness is a state of mind
Valor is the contempt of Death and Pain. (Tacitus)
Problems worthy of attack prove their worth by hitting back. (Piet Hein)
sychronizer123
Banned
posted 25 May 2005 11:38 AM EDT (US)     6 / 6       
Oranos is good at raiding because of faster turmas. That extra speed may seem little, but makes a huge difference. They are faster than CAs for example, ulfs, spearmen, and all other units with speed of 5. He has los of TCs, which enable to him do to classical TC takeover much better.\
And what deathandpain said.
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