Strict meta path

I played a couple of games here and came to the conclusion that each god has a very strict meta path that works in most cases.
For example, in a game against Chasing The Sun, Poseidon played Boom + Infantry, and it cost him the game.


In another game against Moose, the entire team chose to play cavalry, and they won the game, even though on paper they were very easy to counter.

All horse strats regularly winning against all spear strats between equally skilled players is definitely something they should look into. It seems to be the norm rather than the exception.

Yea, thats an issue with tgs, that the stuff from 1 vs 1 becomes a bigger issue while the counter play less efficient.

Going full cav in team games, specially open maps its very hard to deal with due to their mobility. In 1 vs 1 you can cover your base and theres not much else your opponent can go to raid but you. In tgs they can just group up to your ally, and when you get there they just go to the next one and so on.

Added to that coordinating defense is much harder than coordinating attack, since defense is reacting while the other guys set the pace.

Even counterplays that would work in 1 vs 1 are a lot less efficient in tgs since you wont really gold starve someone with the same ease as you would in 1 vs 1, since even maps like steppe have back gold mines in tgs and you can just dip to another base, and slow armies that go up front can be teamed up by all their players while your allies have slower comps.

Its def a tricky thing imo, curious what would you suggest to improve it

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If we’re talking specifically about the problem of cavalry raids, then everyone in the team needs to play well. Build walls and buildings properly. In my game against Moose, everything was limited to one outer wall. Naturally, in this scenario, one Poesidon is enough to win the game. I’d like to see a game where people know how to fight cavalry.
As for the increased mobility of horses, it doesn’t add much. Two squads of Hippeuses and one squad of archers isn’t something difficult to deal with. Especially when other players see that half of the opposing player’s limit is somewhere else, a push will immediately begin.

Theres a tg tournament going on, you can browse games and see what they do about it

Sure, we can disagree on that. Personally the larger map size of tgs makes it harder for that push you mention to get there and do something meaningful besides the risk of being pincer by 2 + players that can go around the map faster than your allies units.

2 squads of Hippeus controlled by 1 player and by 2 players is also not the same imo when defending vs it.

The map size is my main complaint about team games. It encourages tactics like building stables in the corner behind one team’s base and endless economy raids when, 1v1, you control 30% of the map and can’t backstab. I agree with that.
Micro isn’t as important in this game because units attack the closest target. So, if you place one elephant in front of thechariots, half the cavalry will aggro on it instead of chariots. And don’t forget that the migrating player must also micro with push his position elsewhere on the map.