Difference between revisions of "The Only Nether Guide You Will Ever Need"

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(Grab Grab Grab!!!1)
(Build Order)
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===Build Order===
 
===Build Order===
By now you should have 600+ WS.  Build nodes first.  Just enough to run positive mana income.  250 should be more than enough.  Dump the rest into guilds.  Research order tips can be found in the [http://wiki.the-reincarnation.com/index.php/Researching_for_dummies Reseaching Guide for Dummies].  You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use.  After my first land run you should generally only hit targets of opportunity.  Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first.  Most of your turns not spent researching should be used converting your army to a more durable solution.
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By now you should have 600+ WS.  Build nodes first.  Just enough to run positive mana income.  250 should be more than enough.  Dump the rest into guilds.  Research order tips can be found in the [http://wiki.the-reincarnation.com/index.php/Researching_for_dummies Reseaching Guide for Dummies].  You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use.  After your first land run you should generally only hit targets of opportunity.  Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first.  Most of your turns not spent researching should be used converting your army to a more durable solution.
  
 
===Your First Defense===
 
===Your First Defense===

Revision as of 14:19, 16 June 2006

Scope of This Guide

This is a guide to rushing Nether on Blitz and S1. Any other form of playing nether is faggotry and probably involves clicking the geld button like a monkey.


Why play Nether?

The strength of Nether lies in it's efficiency in the land range between 2k-6k. Why is Nether so efficient at these land levels? Black Sabbath. After you have broken 6k land with Nether you're on your own as black sabbath's advantage decreases as your land increases. You can think of playing Nether in the same way one might play Zerg on Star Craft: Lots of cheap crappy units that you can use to probe all enemies and find weak spots. If you're not making twice as many attacks as a Nether mage than you normally would as other colors then you're doing something wrong. Generally with a full set of 200 turns you need to be attacking at least 60 of those turns. Thats 30 attacks. If you can run positive mana you can easily get to 50 attacks per run. Sounds absurd? There are three spells that make this possible which will be discussed shortly. First things first...

First Attack Run

Overview

As soon as you have Black Sabbath researched and cast you should be grabbing as much land as possible. Two spells that are indispensable in this endeavor are Blaze and Mental Thrash. Blaze is a mini inferno. Early on in a round it can gain quick land. Mental thrash is a little more expensive but highly effective vs Eradication mages. You are going to want to make a shit-ton of attacks so these cheap spells can help your crap army actually gain some land.

Grab Grab Grab!!!1

As soon as Black Sabbath has provided your mage with 10,000 units you should begin attacking. Most defenders at this point are going to have next to no troops. Open a ranklist and look for the mages that have the most land in your ranklist. After some practice with this you should be able to find the mages with no troops with some ease. As you attack your net power will rise with the troops gained from Black Sabbath and the forts gained from your successful attacks. As mages with no or little troops begin to be difficult to find you can disband your Skeletons and destroy forts.

Build Order

By now you should have 600+ WS. Build nodes first. Just enough to run positive mana income. 250 should be more than enough. Dump the rest into guilds. Research order tips can be found in the Reseaching Guide for Dummies. You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use. After your first land run you should generally only hit targets of opportunity. Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first. Most of your turns not spent researching should be used converting your army to a more durable solution.

Your First Defense

When done attacking disband your Skeletons. They are useless. Recruit some Imps and while building your new land into guilds. Disband Skeletons along the way leaving only a small percentage at the end of your turns. Keep as many Zombies as mana constraints permit. With all of your newly gained land you might want to put a decent defense up. Summon up some wraiths, preferably enough to make them your top stack. With BS up you should be summoning up wraiths as you max out your mana during research. Never let your research turns go to waste in terms of overall production. Recruit a few fake stacks in VERY small numbers. You should always have ten stacks. Fog/Satchel, Fog/Web something along those lines should work well for you on defense. You could always do the Fog/Bottle of Eversmoking as well and run a few Orc stacks. As long as no reds or greens hit you from directly below you, you should be fine. With any luck some of the guys you banged down will counter you from well below and give you free damaged status. Writing ignorant arrows and being a prick in general can help that process.

Finishing Research

-switching up stacks (lich)(dem)

-change in attacking tactics

-fireball/mentalthrash/gaze(later on)


So You Think You Need Some Barriers?

-when to build barrs

-if youre gonna do it do it all the way. (73%>>>>75%) *bugged*