Strategy, Tactics, Positioning

Rizel

Member
Joined
Sep 2, 2009
Messages
182
Crab Champion 2011
The Current state:
Well this thread is to mainly discuss the strategical and tactical aspect, of bfme. It is good to see that pubs have gotten much better last month+ Since I can't solo rest of the team with any race in bfme anymore. But on to the general game itself;
It's been a lack of innovation lately, and it's not really from trying, it's more like the limits of the terrain and players only allow so much, Terrain can of course be opened and made a bit more accessible to allow more strategies, but the main problem is the players. I think we have pretty much reached the strategical aspect we can get to in a game where its predetermined what units, spells and heroes  you get then you use those things to play on the same terrain. The aspect of the game that can be improved a ton, is the tactical and positioning aspect, It's a thing that can be improved over the whole community since it's a pretty simple task  to do, tanks in front, ranged in back, try to keep strong units alive etc, is the basic idea.

One Leader:

The current system we have now in privs where one leads is very limiting, yes we need to keep this kind of thing but we need to make it more about the individual player. That means basically that there still is one leader that calls the shots, but its more free roaming you're not forced to stick that closely to your allies at all times. Not to talk about that leading a team full of people who can't make a right decision by themselves and need to be held by the hand is pretty upsetting,  it is simply annoying having to watch over everyone. It makes the game less fun, and you can't concentrate fully since you have to watch your team's every move.
I believe a team that think for themselves and retreats when they are outnumbered would crush that one leader team again and again, since the way it is now, no player makes a move until they get an order basically, why even play if all your allies are mindless a move robots, might as well make a bot program that follows you and uses spells.
It is after all very simple to play as five people instead of one;  When there's no direct threat nearby one should spread out in all direction, of course pretty close by. But the currrent  ''must'' of always sticking to the leader is fundamentally wrong. When there's no direct threat one should spread out and attack multiple spawns, you of course keep close enough so that you can attack the enemy together.. YOu don't stack together, that's wrong. It's silly watching games where there is a huge long line of troops funneling down in a long path on a move pretending they are tower defense units, or just huge balls stacked together with units everywhere waiting to get killed.
The Positioning
With all this thing i basically need to do an example yes? Well you are gondor, you  right click all your units around the farm, enemy attacks, it takes ages before all units are in right position and archers get targetted first. This isn't exactly  ideal units need to go around eachother to hit, and the enemy can easialy finish you off barely losing anything.


A common occurence in privs and pubs alike.^
You should aim to get a wide an arc as possible, spread out your units as much as possible so waves are less effective, Instead of going 1 2 3 4 5 6 7 8 9 and telleveryone to move to the same spot you instead spread them  a bit, Whilst keeping in mind to have melee in front ranged in back, let your meatshield get targetted before your high dm units.

Though not exactly the optimal kind of positioning it's still better than having every unit at one spot.
A-Moving
This brings us to another point about the game; Balance. The high win rate of evil in pubs and privs is simply cause people suck at positioning, if good side actually positioned properly i believe good side would beat evil in an army on army battle in an open field much much more. Still people are stacking several armies and heroes right in front of minas tirith gate, It is no wonder evil wins everytime, they can get a 4 times wider arc.
If good side simply exploited their huge terrain they'd win A LOT more 


This is a common occurence in every game they a move like this into the enemy army, and it's so bad.  Look at that wide area the rohan units arent using, you attack move like this into an enemy army while they are in a defensive position you will lose, unless you had a superior amount of units of course.



This picture isn't the best but you get the idea, if you spread out your units more you can do damage faster and the enemy's attack gets split over more of your units. This is HUGE, strive to position your army so they can attack all at the same time instead of going in a line and gettign picked off bit by bit.
Well that is pretty much it, positioning of army is a simple thing to do spread it out a bit more melee in front ranged in back, aim to have all your army attack at the same time, it is simple things anyone can do. Even you Bob. Spread your army out, be able to make decisions by yourself but sticking close by your allies having just one player lead is inefficient and slow. I hope people will start thinking  more about how they position their units after reading this thread... It is after all a very simple thing to do  that will improve your game a ton.
That's it basically.
Thoughts, objections, input? I think that people need to start thinking more for themselves since this one leader game is getting really stale and boring and I don't believe it is the optimal way to play.

Edit: By spreading out i mean in the logical sense, if you have more archers you want to fight in chokes etc, the point is to get a positional advantage before engaging the enemy, if they have more melee fight in chokes, if you have more melee try and get open fields adjust to whatever heroes that are on the field
 
But this is BFME...

all the spells in BFME have some sort of damage cap on the waves... so clustering is actually good... 3000 damage spread over 100 units = each one only tales 30... but 3000 damage over 14 units is 214 damage...

it's good vs cleave and pulverize because those ones don't have a cap... ( passives ) and slams/stomps ( uncapped )
 
time to elborate on this:

I completely agree with rizel on these points but some in some cases he has poor examples.

This positioning is diffrent for each race, i'll start with explaining them for each race and then the way to combine them as a whole.

Gondor:
Gondor is the race that is easiest to position with, you basicly only have melee and ranged. Only at start you have one group of knights. Which, if used properly, are the key to be the victor in the early battles. As rizel explained earlier dont stack all your groups in the same place, spread them out (in gondors case slightly). Keep your heros seperate from your army with an elite group (i often have rangers, or late game a group of fountain gaurds). If you are in defencive(idle) position double click archers to move them from the first line of battle so even if you A-move they will remain in the position (read rizels sig). Keep your elites and heros on one flank of the battle so you can break one side and be able to loop around that flank to catch enemy heroes which are off guard. One final hint for the early battles, save your knights untill the last posible moment, some people might say that are good tanks against spells and such, but infact they arent, because they take the damage raw and the illision of being a good tank is only induced by their high HP, instead have your infantry with Defend soak the spell damage. Because then the spell damage actualy negated. Another good reason for keeping your knights back to the last posible moment if for when you lose the first battle and you need to flee from osgiliath (or river crossing for that matter) you have a group of knights to scare of naz and other hero parties.

Dol Amroth:
Dol is slightly more advanced then gondors positioning because you have knights, infantry and ranged. Try to stack your infantry and ranged fairly close to gondors main army and your knights/champions off to the side. When fighting in Osgiliath only use your infantry at start because your knights will only block and die. Be sure to send in your swordsman first and then your pikemen so your unit use is optimal. So having passed the early game into the mid/end game positioning doesnt change alot for dol. keep your infantry on one side and your knights/champions/heros on the other. letting your infantry take the first hit and your knights/champions (slightly) loop around one flank.

Rohan:
Positioning is KEY to play rohan properly, spreading around your riders and infantry in the right way will make you be able to pritty much win any 1on1. Again just as dol keep your infantry closer to gondor so you can have a strong main force of infantry. Keep your riders and heros well to the side and properly spreaded out. Since riders and knights have a fairly big collision size you really need to spread out quite a bit in order to have most of them hit on the first A-move. Since your Rohan Riders have PULVERIZE its important that as much of them as posible attack at the same time to deal the most damage posible. As with dol let your infantry take the first hit and move in your riders/heros after the initial strike. Always try to attack on the opposite flank of which dol is attack to create panic amoungst your enemy, there is nothing more scary then a rohan sending 3 groups of riders to catch your heros as evil. Another usefull tactic with rohan; if your a bit late to join the battle and its being fought in one long arch or line, dont A-move into it, but have your riders run around and A-move them in the rear so you got their troops sandwiched. Outside of battles, rohans position is very important too. Stay close enough to help south but be far away enough to make use of an idle evil. Sending one group of your newly spawned infantry to lorien and raiding Guldor with your riders and heros before rushing back to help gondor is a proven tactic. (send in that infantry first to soak the damage, while spamming heal from grimbold).

Fellowship:
the only important thing for FS is not to get caugth between allied units so stay well away from gathering armies, and try to use your spells towards one flank, dont try to fight in the centre of a battle. FS can only be the first into battle if your lvl 4+ and have an advantage.

Fangorn:
Ents in front, elves in back. It not much more then that. try to stack your elves and ents in diffrent location to use them to their full advantage. Wave the flanks.


Personal notes:
I am against arch's and long single file lines of battle, i prefer to walk through my enemy and then A-move. That way im alot more mobile and its easier to aim heros. Another thing to watch out for is the arch's that archers create if you simply A-move. Especialy in the 3/4th battle gondor will have alot of archers since most of his melee will die. And if you keep them in those single line arch's you will effectivly remove all oppertunity to micro your melee units.


Note to kittens(choi):
Although i havent tested it, im fairly sure that waves dont behave in that manner. level 1 waves deal 80 damage and have 1000 max damage. the first unit takes 80 damage aswell as the second third etc. untill its max damage is reached and the last unit will take the remaining damage. which is 40 raw damage (excluding reductions). The way you discribe it you think the wave waits till it has reach its last aoe and then distributes the damage, it doesnt work that way.

thats it for now, might add more later.
 
if you play fang like that its no wonder you lose <3 and fs in the center is better because your ae spells hit alot more
and depending on what race you fight (even in 4o4 you mainly engage 1-2 armys before going for the others) the situation can change also - why flank if rohan can hit mordor army directly and tank all his normal damage with cavalry armor
cba to write down everything now tho
 
FS would want to get as close as possible...

Aragorn ( he's the only uncapped one )
Legolas ( capped )
Gandalf ( ~400-475 range on fan of knives ) and the forked lightning's arc is limited, so you'd want to be in between...
Boromir/Gimli ( extremely short range ) - these two would want to get very close and they're uncapped ( slams/thunderclap/stomp )
Frodo ( should be ~400 ) - more targets
 
staying well away from gathering armies, means you dont get caught by nubs massing their groups over ur heros. if you stay away from their army (like half a screen..) you can be more mobile and you can play much more effectively.

And aragorns wave does have a cap. its just higher then regulair waves. and gandies lightning has extended range from his aimed target.
 
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