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Postby KoE_Sirius on Fri Jan 25, 2008 8:37 pm

wcaclimbing wrote:
DiM wrote:
wcaclimbing wrote:Mua is best for Magic, Figye is worst. Ghyr is in a close second for worst, though, because it is so seperate from the rest of the map and can't really do much without going through the land with Mua on it.


actually you'll be surprised how successful ghyr can be compared to other castles. yes it is further away from the action BUT to compensate it has 3 villages. that means extra troops. plus being a bit further means you'll be left alone longer.

and fygie is great because of sler. how i love to get a ton of troops in log camp and wait for the fool that starts with mua to come and meet my troops. also fygie has the advantage that he can keep an eye on the sanctuary from both directions (u'rl and g'th) fygie is the most open castles of all. defending is hard but expanding and quick change of direction is so much more easy to achieve.

btw i'm talking about magic not might.


I changed my mind. At the time that my previous post was made, i was in the beginning of most of my AoR games. In the start of the game, Ghyr is one of the worst, because it is pretty slow going for kills from down there.

After finishing a few more games starting on Ghyr, i have realized that it is great in the end of the game, because from there you are pretty much guaranteed Mua once you excape from Ghyr, then the next path to take is through either Sler (dock) or one of the ice paths across the water. all of this distance between your castles and your opponents gives a huge advantage because even if they attack you, you will have enough back there that they cant get to to still give you a big army to fight back with.

So you never thought of deploying in blacksmiths? ..You only need to break thru 2x1 neutrals to see your enermy.
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Postby wcaclimbing on Fri Jan 25, 2008 8:42 pm

KoE_Sirius wrote:
wcaclimbing wrote:
DiM wrote:
wcaclimbing wrote:Mua is best for Magic, Figye is worst. Ghyr is in a close second for worst, though, because it is so seperate from the rest of the map and can't really do much without going through the land with Mua on it.


actually you'll be surprised how successful ghyr can be compared to other castles. yes it is further away from the action BUT to compensate it has 3 villages. that means extra troops. plus being a bit further means you'll be left alone longer.

and fygie is great because of sler. how i love to get a ton of troops in log camp and wait for the fool that starts with mua to come and meet my troops. also fygie has the advantage that he can keep an eye on the sanctuary from both directions (u'rl and g'th) fygie is the most open castles of all. defending is hard but expanding and quick change of direction is so much more easy to achieve.

btw i'm talking about magic not might.


I changed my mind. At the time that my previous post was made, i was in the beginning of most of my AoR games. In the start of the game, Ghyr is one of the worst, because it is pretty slow going for kills from down there.

After finishing a few more games starting on Ghyr, i have realized that it is great in the end of the game, because from there you are pretty much guaranteed Mua once you excape from Ghyr, then the next path to take is through either Sler (dock) or one of the ice paths across the water. all of this distance between your castles and your opponents gives a huge advantage because even if they attack you, you will have enough back there that they cant get to to still give you a big army to fight back with.

So you never thought of deploying in blacksmiths? ..You only need to break thru 2x1 neutrals to see your enermy.


I play without fog.

And i generally (even if some of you might consider it bad strategy) dont go for resource pairs, except for the one down by Mua. This is because they are kinda difficult to hold once someone comes running through you with their army, and villages are worth the same amount, but are usually in much more important places.
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Postby DiM on Fri Jan 25, 2008 9:05 pm

wcaclimbing wrote:
KoE_Sirius wrote:
wcaclimbing wrote:
DiM wrote:
wcaclimbing wrote:Mua is best for Magic, Figye is worst. Ghyr is in a close second for worst, though, because it is so seperate from the rest of the map and can't really do much without going through the land with Mua on it.


actually you'll be surprised how successful ghyr can be compared to other castles. yes it is further away from the action BUT to compensate it has 3 villages. that means extra troops. plus being a bit further means you'll be left alone longer.

and fygie is great because of sler. how i love to get a ton of troops in log camp and wait for the fool that starts with mua to come and meet my troops. also fygie has the advantage that he can keep an eye on the sanctuary from both directions (u'rl and g'th) fygie is the most open castles of all. defending is hard but expanding and quick change of direction is so much more easy to achieve.

btw i'm talking about magic not might.


I changed my mind. At the time that my previous post was made, i was in the beginning of most of my AoR games. In the start of the game, Ghyr is one of the worst, because it is pretty slow going for kills from down there.

After finishing a few more games starting on Ghyr, i have realized that it is great in the end of the game, because from there you are pretty much guaranteed Mua once you excape from Ghyr, then the next path to take is through either Sler (dock) or one of the ice paths across the water. all of this distance between your castles and your opponents gives a huge advantage because even if they attack you, you will have enough back there that they cant get to to still give you a big army to fight back with.

So you never thought of deploying in blacksmiths? ..You only need to break thru 2x1 neutrals to see your enermy.


I play without fog.

And i generally (even if some of you might consider it bad strategy) dont go for resource pairs, except for the one down by Mua. This is because they are kinda difficult to hold once someone comes running through you with their army, and villages are worth the same amount, but are usually in much more important places.


play with fog and learn to read the game log. this is the best way to play this map. FOG
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Postby Itrade on Sun Feb 10, 2008 7:02 am

I love playing the map foggy. It just seems right.

AoR: Might seems to make more sense clear, though.
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Postby Dui on Wed Feb 13, 2008 6:25 pm

Start out in Aoria, you gotta play patient, may it be Might or Magic, cause whoever starts out on Borun will probably make a run to you, so best not waste armies on neutrals if you dont get good dice (dont auto, lol). Same counts for Mua imo, let people come to you. Starting from Ghyr, playing agressive is the right way. You get lucky, and you can deploy 14 armies by round 3 (Magic), and by then, it should be your game (if you aren't a total noob, that is.)
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Postby rerdek on Mon Feb 18, 2008 9:38 pm

ive learned strategies for every castle

and i seem to be a natural
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Postby PLAYER57832 on Mon Feb 18, 2008 10:14 pm

Castles are all pretty equal for both Magic and Might. Rolls matter much more than castles in both versions.

I have lost count of my wins... but I rarely play Might anymore.
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Postby jnd94 on Mon Feb 18, 2008 10:42 pm

Im pretty good at might. Either that or the people I play are bad. I usually win on them.
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Re: What's the best starting castle for AoR?

Postby Itrade on Mon May 26, 2008 3:51 am

What about the best starting place for AoR: Mayhem?
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Re: What's the best starting castle for AoR?

Postby Kemmler on Mon May 26, 2008 4:31 am

For Might, Aoria (if you have 1st turn you can attack straight into rhit), otherwise ghyr. For magic, mua, and for number 3, sanctuary (until its fixed)
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Re: What's the best starting castle for AoR?

Postby White Moose on Tue May 27, 2008 1:36 pm

Kemmler wrote:For Might, Aoria (if you have 1st turn you can attack straight into rhit)


I guess that is for no fog games, with fog that isnt good unfortunatly, because you opponent gets your position and can take out out quite easy.
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Re: What's the best starting castle for AoR?

Postby Kemmler on Fri Jun 06, 2008 12:38 pm

White Moose wrote:
Kemmler wrote:For Might, Aoria (if you have 1st turn you can attack straight into rhit)


I guess that is for no fog games, with fog that isnt good unfortunatly, because you opponent gets your position and can take out out quite easy.



If you can get the first turn it's quite good actually... freestyle/speed
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Re: What's the best starting castle for AoR?

Postby rocky mountain on Fri Jun 06, 2008 7:53 pm

i just played a 6 player no fog AoR magic game and won. i started in Figye. I'm not saying its the best though.

for Might i think Aoria is the best if you go first, but if you don't then either Ghyr or Mua. I'm talking 2 or 3 player games though.
-Aoria: attack Rhit and advance all armies there, hopefully about 13 or so. next turn you'll get 17 armies then attack another castle, maybe Borun.
-Ghyr: I once got all the way to blacksmith once, giving me a resource pair for the next turn. its usually done in 2 turns, especially if you want to get Gunn as well for some extra armies. I like Ghyr, cuz after you get the resource pair, you can go for any caslte by Ikalu, or Borun by land.
-Mua: obviously cuz of the safety and the close resource pair. I'm playing a four player game and got the pair first turn.

for Magic, i pretty much like them all except for Aoria. its too hard and out of the way to get the resource pair. i never go for it when i start from there, in any of the games.

for Mayhem, it doesn't matter. they are all equal. of course i haven't started on all the castles though... i'm not sure about this one.

I've won 29/51 might FOW 2/3 player and 19/34 magic FOW 2/3 player, and 4/6 mayhem FOW 2/3 player and have played 111 total games on these maps!. Je les aime beaucoup!Ils sont les meilleurs!. maybe DiM could help me be better... :D
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Re: What's the best starting castle for AoR?

Postby t-o-m on Fri Jun 06, 2008 7:58 pm

it all depends on your stratigy, what you want.

my faveorites when i have 2 castles are Xi and Figye, because thats really easy!

i love Xi, not too keen on aoria or mua - everyone says theyre good cuz the RP's are tight there - but there are a ton of neutral there!
borun is also good and ghry is best on dubs freestyle.

(talkin about magic btw)
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Re: What's the best starting castle for AoR?

Postby Hamtrigger on Fri Jun 13, 2008 12:52 am

i like xi
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Re: What's the best starting castle for AoR?

Postby Kemmler on Thu Jul 03, 2008 2:13 pm

In 1v1 speed freestyle fog (what i play)

In might: Aoria - easy to get to port and if you are good you can win pretty easily
In magic: Mua and Figye - with these together you can easily capitalise. I dislike aoria in this map because borun is often stronger and will take you out, ghyr is also pretty weak. all depends on setup and luck
In madness: Sancutary is very good. Xi and figye rush for the top right corner
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Re: What's the best starting castle for AoR?

Postby t-o-m on Thu Jul 03, 2008 3:26 pm

Kemmler wrote:In 1v1 speed freestyle fog (what i play)

In might: Aoria - easy to get to port and if you are good you can win pretty easily
In magic: Mua and Figye - with these together you can easily capitalise. I dislike aoria in this map because borun is often stronger and will take you out, ghyr is also pretty weak. all depends on setup and luck
In madness: Sancutary is very good. Xi and figye rush for the top right corner

im madness an easy one is aoria but its never enough to win.
borun is my faveourite there - sanc is an aesy big bonus,

mua - you're dead and straded there with a +1 delpoyment. with ok dice its usually around round 5 when you get your 1st rune and you get the +2 when everyone else is delpoying much more.

in magic - ghry - you just need a lot of armies to go up the chain of terits with.
figye and mua are great! but it also works with figye/xi but not as much with xi/mua unless no1 is in figye.
borun is an allrounder and aoria is useless unless you can get passed those mega neutrals (mega as in high in comparison to the rest of the starts)

and might - pretty straight forward - dont do anything for a few rounds...wait for people to show themselves then slaughter them.
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Re: What's the best starting castle for AoR?

Postby Assassin07 on Fri Jul 04, 2008 11:30 am

u can win from any where dosnt matter
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Re: What's the best starting castle for AoR?

Postby Kemmler on Fri Jul 04, 2008 11:32 am

assassin07 wrote:u can win from any where dosnt matter


thanks a lot for your wonderful insight.
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Re: What's the best starting castle for AoR?

Postby t-o-m on Fri Jul 04, 2008 1:32 pm

assassin07 wrote:u can win from any where dosnt matter

the point of this was?
duhh...
we are talking about straitgies.

if you coulndt win from somwhere then the map would not have had gameplay passed dumbass!
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Re:

Postby Blitzaholic on Fri Jul 04, 2008 1:33 pm

DiM wrote:
AAFitz wrote:the one that doesnt get attacked is the best :wink:

on multiplayer fog, the game is practically just russian roulette.


not really. pay attention to the game log. you'll see plenty of clues where people are hiding what terits they have and what bonuses they get. very easy if you know how to read the log.

and to be on topic. no castle is easier than another. or at least not noticeably. unless a map is symmetrical perfect balance is impossible. but some people said mua is better cause you have the resources closer. well yes you have to take just 3 terits ubbmarket and fishery but they have 14 armies 3, 6, 5

on the other hand to take the resource pair from ghyr castle may seem harder but if you look at it you'll see there are indeed more terits (5) but just 12 troops. ayr tombi iron mine yta and blacksmith displayed like this: 3, 2, 4, 1, 2.

what is easier? killing 3, 6, 5 or 3, 2, 4, 1, 2???

if you do the math you'll see chances are ~ the same.

btw i don't care what my starting castle is because each castle plays in a different manner and if you know what you are doing the result is always the same, victory.


good points DiM, however, only difference is if the dice become screwy and they do sometimes.
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Re:

Postby Jeff Hardy on Sat Jul 12, 2008 7:13 am

bryguy wrote:best in AoR Might is Mua, worst in AoR Might is Aoria and/or Ghyr
best in AoR Magic is Mua or Xi, Mua cause the resources are right there, Xi cause the berry field and other place have barely any neutrals

Aoria is best in Aor1
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Re: What's the best starting castle for AoR?

Postby Kemmler on Sat Jul 12, 2008 7:26 am

yeah I dunno what hes talking about. In aor1 1v1 at least Aoria is by far the mightiest
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Re: What's the best starting castle for AoR?

Postby t-o-m on Sat Jul 12, 2008 7:31 am

Kemmler wrote:yeah I dunno what hes talking about. In aor1 1v1 at least Aoria is by far the mightiest

yeh u just build up on aoria then someone pops in and you crush them!
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Re: What's the best starting castle for AoR?

Postby Kemmler on Sat Jul 12, 2008 7:40 am

t-o-m wrote:
Kemmler wrote:yeah I dunno what hes talking about. In aor1 1v1 at least Aoria is by far the mightiest

yeh u just build up on aoria then someone pops in and you crush them!


lol, just having the port there means so much doesn't it. it means other people are more likely to attack, it means you can attack easier... less chance of bad dice. I love aoria :D cuddles
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