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Dealing with Hit_and_Run Attacks

Towers and Hold Position are great for dealing with hit-and-run attacks. Place some siege units such as Demolishers on Hold Position by some towers. If the enemy uses hit-and-run attacks, your units will not chase them. While you are away from static defenses you should use slowing spells such as: Humans: Slow, Storm Bolt, Thunder ClapOrcs: Purge, Ensnare, Stasis TrapUndead: Cripple, Sleep, Frost NovaNight Elves: Cyclone, EntangleNeutral: Drunken Haze, Frost Arrows Ranged units are also useful against hit-and-run attacks, especially on Hold Position. You can also use long range spells against hit-and-run attacks such as Chain Lightning, Blizzard, and so on. You should never endlessly chase enemy units. They can pick units off or lead you into traps. If someone is doing nothing but hit-and-run attacks, it is best to take the fight to them by attacking either their main town or their expansions. This will force the enemy to stick around and fight.

Repair and Refunds
Repair cost to take a mechanical unit or a building from 1 HP to full is 35% of the original cost to build the unit or building. Repairing an upgrading building uses the repair time and the cost of the original building. Repair time to take a mechanical unit or a building from 1 HP to full is 150% of the original time to build the unit or building. Base repair cost (before 35% ratio is applied) for upgraded buildings is the sum of costs of initial building and its upgrades. Base repair time (before 150% ratio is applied) for upgraded buildings is within 15% of the time required for last building upgrade. The following lists returned resources for canceled buildings and upgrades: Canceled Building Construction: 75% returnedCanceled Research: 100% returnedCanceled Upgrades (structure upgrades) : 75% returnedCanceled Units: 100% returnedCanceled Hero Revival: 100% returned
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