|
|
|
Grunt Hopping
The above to pictures is the basic idea behind grunt hopping. If you've read the previous pages on hopping, you understand what happened here. Instead of the barracks acting like a 3x3 size building, it acts like a 9x9 size building because it is surrounded. The grunt pops out in the first available position, as seen in the picture. Now imagine that the 3 blacksmiths on the left side of the barracks were actually trees. The grunt would still appear in the same position, but it would of hopped over 3 rows of trees to get there. But, like I said above, this isn't really all that useful. In order to get grunts across trees, you have to use alot of buildings to surround the barracks with. If the enemy were to see this, a couple of towers would easily stop you. Anyone who has played alot of Nowhere to Run, Nowhere to hide (Nwtr), has probably had someone try grunt hopping on them. Even if you are unaware of it, you can easily kill the first grunt, and then build some towers along the trees where the grunts are hopping from. Your goal is to use the towers to block any available spots on your side of the trees, forcing the enemies grunts back over to his side.
You start the game, and your peons builds your Town Hall an extra space from the mine, right against the right edge of the map. The first farm goes below your Hall, and the barracks right next to the farm. Your 2nd peon will be building...
The next couple of pictures shows you what buildings are which, and what happens after the first barracks is complete...
But it's still a little better than that. That second rax you built has to have some kind of purpose. Your second barracks, starts a catapult as soon as you can afford it. This way if the enemy does do a decent job of defending the hop rush, you aren't just going to roll over and die. Usually someone will either tower up, or build their own grunts to stop yours. This means that you usually can get a catapult before they can. Even if they don't cancel their catapults that are building, you still have the option of hopping grunts over to get them. The 2 pictures below here explain the rest of this game. I was able to use 2 grunts to setup a 2 on 1 under their mill. I killed most of their peons with my grunts, and had a catapult long before they did (because they chose to defend with grunts).
It's a cookbook strategy. You have to know exactly where, and in what order to build your buildings in. If you are going to try this, I suggest you practise it several times before hand. When you get into a real game, it's easy to panic and screw something up, and 1 little building mistake and you will look like the biggest newbie ever to play the game. All your buidings stuck in the range of his cats, and your 'rush' stuck on your side of the map. Blue to Teal
The idea is to use your peon to block or limit the enemies path to his goldmine. They have to worry about that peon, and the grunts that you will be hopping to their side as well. The 2nd barracks, starts a catapult as soon as possible.
Strategy - Main | Top | |
Contact Information
Copyright © 2000-2006 Craig Morrison. All rights reserved.
Copyright Information