I’ve been watching some semi-pro games and I have a question. Imagine this situation: player A performs a scout rush. He sends the scouts to player B’s woodline. Player B sees this, and puts the villagers currently wotking in wood to wall themselves up. This situation happened time and again in those matches. My question: why don’t players wall up preemptively? Of course I mean those far away woodlines or mines.
That costs a lot of wood and take your villagers time for gathering resources, slowing down your aging up.
Naturally, but since every match in an open map involves doing feudal rushes, I thought it would be a good idea to wall up preemptively. That wood and time wouldn’t be wasted.
Both confidence and greed. Preemptive small walls on a woodline could delay a farm.
Also sometimes you will need to add more vils to that woodline.
If you small-wall your villagers, it could be also counterproductive if the opponent make a range opening or follow-up. Villagers could be stuck and their escape could be late. So you can small-wall, but you have to keep tracking your enemy strategy with your scout. Or not walling, save your wood for farms or troops, and make palisade only a few seconds before the actual attack (if your micro is good enough btw)
Because you don’t know which wood line will be attacked or your gold or somewhere else
Basically
- Sometimes they do. Pre-emptive small walls happen in tournaments fairly often.
- Because then you can’t send more villigers there anymore. So you want to delay this as much as possible and 9 out of 10 times, delete the small walls once the scouts have passed.
- For smaller groups of scouts, you can fight them off without the walls. For archers small walls make it worse. So you need confirmation of (a) scouts (b) no archers and (c) enough scouts.
- Delaying spending the wood as late as possible allows you to use the wood for more important stuff earlier on.
- Because it gets in the way of dropping off the wood and finding new trees. So again, normally you want to build as the scouts arrive and delete as they pass.
- Personally I think this is actually the primary reason but it’ll be hard to convince you. Because you want to have weaknesses, or at least, apparent weaknesses. You want to waste the other player’s time. You want to draw them away from the rest of you base, which is ESPECIALLY true for further away woodlines. If you’re fast enough to quickwall, then letting the opponent run all the way over there and then have to run back again is great. It also gives you the possibility to do something like trap him there. This is how all fighting works. You don’t try protect everything when you box. You protect the most important parts of your body. You leave some things open. You hope the opponent tries to strike there and you’re ready with the counter-punch when they do. You try to lure the opponent into over-extending. You bait them. Art of war puts it a bit differently but similar idea: “you must appear weak where you are strong”
Not at all; it does make sense to make your opponent believe you have a weak spot and surprise him. Everybody else also helped me understand.