Gruntapult counter

XTC

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ok well sum1 tell me what the best counter for gruntapult is ive tried everythin nuttin works!! n im no noob so that aint the reason----> i usually go either bears n dryads or sumtimes chims but i need sumthin faster
 

Torubu

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Go with Archers and a quick tech to tier 2, where you'll then want to pull out two Ancients of Wind and a second Ancient of War ( single AoW tech, I'm saying). From here, research Hippogryph taming, and start pumping Riders. Also, be sure to have a KotG around, grunts need to get entangled.
 

Ntrik_

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Heres simple counter:
- 1st hero is KotG (Hero rush, and abuse those gold miners! plus, try to get their burrows)
- Keep on making archers, upg them, and fast tier2
- After u get to tier 2 (Your hero should be in enemy's base, abusing still) make 2 AoWind
- Make a lot of hippos, get archers on their back, kill off all demolishers if they made any, and kill all gold miners with it, KotG goes back and creep with huntress, and hippo riders kil lall burrows + all workers, and GG :D

***KoTG's entangling gold miners should prevent orc from making demolishers, (they wont have enuf resources by then) If they make BM as first hero... u should carry pots always + fast running boots. Otherswise, jus keep on running and entangle some grunts too, this will annoy them alot, and force them to keep on making grunts.. If they attack, have an ancient protector, move archers behind AoW and moon wells... constant moon well healing, and protector should be good def. (KotG entangles grunts from behind, and entangle any units running away :D)
 

Torubu

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With KotG and entangle, be sure to Entangle then Focus Fire that Grunt with Archers.

This is coming from someone who's played both sides of Gruntapult many, many times, btw.
 

Ntrik_

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no torubu, archers stay in town, only KotG attack with entangle, he kills gold miners = not enuf resources to make gruntapult, and NE goes to tier 2, makes hippo riders, and kills off all workers and burrows.
 

Torubu

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This is Orc we're talking about. There's going to be a Far Seer up the KotG's ass in two seconds, along with Grunts in a few minutes. The KotG is EASILY overwhelmed by the Far Seer wolves/grunts. How do I know? I've encountered the KotG numerous times from NE players. A Grunt, after they're made, are alot more valuable to lose than a peon. 75 to 200, and if it's from the gold mine, they just simply stick a lumber peon to gold, and make a new lumber peon.
 

Sakuhta

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Originally posted by Torubu
Go with Archers and a quick tech to tier 2, where you'll then want to pull out two Ancients of Wind and a second Ancient of War ( single AoW tech, I'm saying). From here, research Hippogryph taming, and start pumping Riders. Also, be sure to have a KotG around, grunts need to get entangled.
um no... he'll attack you by then if he's an actual good player.

Mix archers hunts and make sure you have a few glaive throwers.
 

Static

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try to prevent the Gruntapalt by earlier signs.

-constent harrasing with no level increase.
- when creeping not seeing him.
-a slight tingeling in your rectum.

and you should always send a scout to figure out whats going n with the other team.
 

VBadGirl

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yep yep listen to torubu..i do the same and man it owns :). hippo raiders with talons. i grab kotg entangle and fon (even if thorn is good also) and potm for aura and i get scout (u can get arrows).
 

XTC

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alrite thx boys u've been lots of help, most forums no1 helps any1 but this is a usful forum thx all
 

BluddLuSt4Life

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One word: chims. Almost every time my gruntapult push has failed its because they got out a chim or 2, they are absolute death to the gruntapult strat, and work decently well vs the gruntapult tower push. This is where you can use the batrider nerf to your advantage, it takes 3 to kill a chimera, more if you are careful with them, and carry a healing scroll or something. I find i dont have as much of a problem with hippo riders, the hippogryphs build time is so slow they really need 2 ancient of wind for this to be a problem, and bats are still effective vs them
 

Torubu

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Originally posted by sakuhta
um no... he'll attack you by then if he's an actual good player.

Mix archers hunts and make sure you have a few glaive throwers.
Attack you.. by when? Have you ever gone single-AoW teching with NE? This lets them tech very quickly, I've used it in at least 20 games on my Carbide- account. To be honest, I haven't bothered much with getting Hipporiders except in FFAs, however I HAVE teched with a single-AoW to Archer/DotT, which is a very similar push in the tech tree, if I may say so.
 

DarkBreed

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I useually get Crypt Lord and ROF his workers, that does it everytime while i load up on Glave throwers from one AOW and hunts from another, in under 5 minutes you have 4 glave throwers 7 hunts and a level 3 Crypt lord, bye bye ORCIES
 

Kuro Neko

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*sweatdrop* Its hard to counter the gruntapult, but there is a full-proof way I used to know and use, but now I just play "Dota" (defense of the ancients) on Warcraft III custom maps.
 

Ntrik_

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This is Orc we're talking about. There's going to be a Far Seer up the KotG's ass in two seconds, along with Grunts in a few minutes. The KotG is EASILY overwhelmed by the Far Seer wolves/grunts. How do I know? I've encountered the KotG numerous times from NE players. A Grunt, after they're made, are alot more valuable to lose than a peon. 75 to 200, and if it's from the gold mine, they just simply stick a lumber peon to gold, and make a new lumber peon.
Hmm.. how did i own grunts + far seer by my KotG only? lol, entangle man, and besides, u dont know how much one peon will affect orc, when they neeed both gold and wood alot. And btw, as KotG kills peons, there wont be any lumber left right? which means, that they will jus have to make more and more peons, so mayb about 75 X 5, which is 375 gold, this will surely prevent them from upging their town hall. :D and KotG dont get overwhelmed by Far seer ezly, all he has to do is entangle grunt/far seer and run, and if far seer comes after u, that would prob mean hes not controlling or hes a noob, cuz most of them wouldnt follow and jus ignore and creep. If they follow, dont lead them to ur base, but hit a strong creep, so that creeps can hit them from back (mayb ^^;) or jus lead them to very far away from ez creeps + ur base :D This got me to beat orc b4 they finished upging to tier 2.
 

VBadGirl

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legend...lol u never go after the gold mining peons...because they are moving back and foward makes them hard to be targeted. why not lumber ones? they sit there like good little boys.

to beat FS rush with grunts u need more than kotg..u need wisps to dispell his wolves and drain his mana.
 

Ntrik_

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legend...lol u never go after the gold mining peons...because they are moving back and foward makes them hard to be targeted. why not lumber ones? they sit there like good little boys.

to beat FS rush with grunts u need more than kotg..u need wisps to dispell his wolves and drain his mana.
I think im saying this like hundred times now vbad... ENTANGLE, and hit like twice and they die after 12 seconds, you know how annoying that is? :D besides, i build my base with 'Sim City' skills (lmao) and they prob run away, cuz i have my wisps repairing AoW, and Ancient protector. In night, i jus use archers' hide to block the entrance. :D most of orc users ran away after few minutes stayin in my base.. cuz i was killing their burrows with my KotG lol. its pretty ez to kill when ur lvl 2, force of nature + KotG can prob kill one burrow even when peons go inside.
 

VBadGirl

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i doubt u can kill a burrow with just kotg...having hunts is still hard enough. and plus grunt would own ya.

as i said legend is hard to entangle a gold mining peon. the effect is the same...and a lot easier. so going after lumber ones is much better. and u know making him lack in lumber is worse than gold for orcs. because they tend to fast teh. delaying this as much as u can will give u more time to easily overcome the famous gruntapult.
 

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