Territories 101
By Joshstar
It sounds simple enough -- "just hold the most flags" - but territories
is actually one of the hardest games to consistently win at. It is for this very reason that the game is rarely played by
the average bungie.net citizen. Instead we tend to favor more
controllable games like bacon and last man. These are the games
in which we can feel secure knowing that all we need to do to
have a good chance of winning is to camp. Like most games territories
all comes down to the end, but a wise player who has been sweeping
the map and clearing several flags to grab and hold at the end
has a far greater chance of winning then the one who sits in the
corner and tries to capture 3-4 flags at once in the last minute.
To succeed in territories one must first be absolutely clear about
every rule of gameplay. There is a number of flags scattered around the map. At the end
of gameplay whoever has the most flags in their possession wins.
You get a flag in your possession by tagging it with a unit, but
if someone else touches it after you leave then they gain possession
of that flag. If two opposing units come within tagging range
of the same flag then it becomes contested and neither side gain
possession until someone moves away or gets killed. Furthermore
the game will not end until all flags are clearly uncontested
-- so with 8 flags on a map it is needless to say: overtime can
last for ages and games are very often won or lost in this sudden
death period.
It should also be noted that if one side gains uncontested possession
of every flag on the map -- even for a split second -- then the
game goes to sudden death and will end immediately as soon as
all flags (if any) are uncontested. The winner as always will
be whoever has the most flags which (barring a miracle) will be
the team who initially tagged all the flags. This is usually only
a factor when playing desert or creep because in FFA's there are
so many players it is near impossible for one to grab all flags
from under the others.
Unit trading often depends on personal preferences, but in this
game you must go for quantity by maxing your melee troops. "Infantry is important on territories. Fewer dwarves and archers,
more warriors and thrall. You MUST have numbers to defend multiple
flags," says Shadow Dancing. It's true -- in the final 2-3 minutes of the game you will inevitably
begin dividing your forces amongst nearby flags so you can keep
them in your possession safely until the end. Frankly two or three
archers cannot hold a flag from anything short of a platoon of
wights. A lone dwarf similarly would not be able to stop one tiny
ghol or warrior, but they cost the equivalent of three. Keep this
in mind when choosing your army.
Once in the game you must resist the urge to use your infantry
to split up and grab flags right away. This is the number one cause of failure in a game of territories.
Do not allow your army to be divided and conquered, instead keep
it all together as you would in most other game types. However,
this does not mean that you should not bother going after flags.
You must always be roaming the map and taking note of where players
are in relation to nearby flags. Otherwise you wont know where
to go for the safest flags at the end.
You can start by picking a direction and sweeping it with your
entire army moving as one. Don't bother guarding the flags. Don't
even touch any to begin with. Just take out as many small groups
of scattered enemies you can. The more you get now the less contenders
you will need to deal with in sudden death when it counts.
Attack anything that looks smaller then your army, but be sure
you don't chase some warriors back to an ambush which could lead
to a big battle. Do remember their location however, because recon
will play a major role towards the end. You might also try leaving
a ghol in your wake so you'll be aware of who you will be facing
in the other direction when you head back for those flags. If
you see a particularly vulnerable threat turn around and eliminate
it now.
Once you've bumped into a force equal to your own which prevents
you from sweeping further, you will want to see how he reacts.
If he retreats, let him...otherwise backup yourself to the last
flag and set up a basic pincer there showing no signs of budging. Unless he is desperate or
wants to take both himself and you out of the game, he will back
down and probably go back to his flag and sit there. Now you know
one outpost where you will need to station extra troops when it
comes time to split up for flags,
In order to win you will certainly need three flags so stake out
the two behind you. Stick a ghol beyond that so you will have
advanced warning if someone begins to eye your flags. Then you
will have time to race your army down there and deal with it.
Those three flags are yours and you must guard them like like
a momma lemur would her young, Be sure to still keep your army
together though, or send only enough to deal with the problem
but be ready to fall back and regroup with your full force if
you the enemy gets reinforcements.
The key is to stay together, pick off small groups, and keep your
three flags clear. This means no big enemy forces nearby, this
does not mean you need possession of the flags. Don't be afraid
to let ghols or lone units tag them and steal possession. Just
make sure you intercetp the big threats so you wont have trouble
later.
In the last two minutes of gameplay it is finally time to split
your army up accordingly and run to reclaim your flags. Make sure you send enough troops to deal with whatever small
enemy groups picked up the flags in your absence.
You will need your 3 flags to win for sure, but that is no guarantee
because other players might already have 3 before you -- It's
not hard to do. In this case the tie would go to them because
they had their 3 before you.
Shadow Dancing had a good solution to this problem:
"To win a tie breaker, you have to have held your 3 flags longest.
Therefore, send some suicidal ghols, berserks, whatever, not to
capture a flag, but just to CONTEST the flag of the guy winning.
When he recaptures his flag, he'll fall a notch since he will
have held his 3 flags less time than yours. Repeat as necessary,"
Dividing your forces to guard your flags is very much like setting
up a game of risk, you must use your brains. Thrall are slow and thus should only be sent up to one flag away.
Warriors should be sent to the farther flags that you staked out
earlier. Ghols should run to far away flags and check to see if
either you can take it right then, or send warriors to possibly
get it in overtime.
Concentrate most of your forces at fronts, which on mudpit would
be the end flags of your domain along the outside where you stopped
sweeping because of another person's army. The fronts will be
your main protection and they need to be located where other raiding
parties come from. The rest of the flags in your territory may
only need one or two thrall/warriors to protect them from wandering
ghols. You should create a ghol network around access points to
your middle territories, so in the rare occasion that someone
does go directly to them you will have time to summon reinforcements
from your fronts.
Somewhere around the 40 second mark you will want to take as much
troops from your fronts as you can and push them towards neighboring
flags, especially if it is owned by a player who has more flags
then you. (Check with F7) Don't worry about running out of time, even send some thrall...if
you are about to reach another flag and you will be able to take
it, chances are the game will go in to sudden death. You should
have your ghols find flags guarded by only a few thrall and start
dancing circles around them to keep the flags contested to buy
time.
Sudden death is brutal in territories, especially with lost of
people still alive with large numbers of troops. Always be checking the stats with F7 to see who is in the lead and make sure you stay on top. Anything
can happened based on who takes a flag from who at what time and
who attacks who with what. Sounds like fun eh? You have to be
very shrewd in sudden death because you never know when it will
end. Just hang in there and concentrate on holding your flags,
while sending spare troops to make stabs at neighboring ones.
Most of all, good luck. Often times that is what you need most
in this game, but there is something to be said about the thrill
of a 5-minute long sudden death struggle ending in your victory
by one ghol and three steps. :-) |