Thursday, April 12, 2012

How do you rate Raiders?

[:1]I don't see Raiders that much, and I want to see what this community thinks how generally useful and viable Raiders could actually be, comments, strategies, and microing tips all welcome.

<Insert random smily spam here.>|||well theyre quite good especially with my strat

Hex an esnare can disable an army quite fast I mean you can disable their melee lines fast with these guys, and plus they can raid expansions quite well|||they beat fiends quite nicely.|||raiders are the best aa against heavy air that orc have....but against light air the batrider wins...krazy kamikazi but raiders are AWESOME for hit and runs against buildings

|||They are pretty good but I think that the range for ensnare could be buffed for air units, as it is air can hit and run before they can be ensnared, expecially when going over trees or water.|||I like having 4-5 of my raiders ransack enemy towns in 2v2 while the enemy is attacking us. :P|||raiders are excellent units.

-they make grunts so much more better, without em fuxxing fiends just dance and u get owned, but with raiders, grunts can pound anything whilst raiders ensnare.

-btw ensnare has gotta be the best unit spell in the game :)|||Quote:








How do you rate Raiders?




crappy as a 3 food unit who can't actual fight, but is supposed to be 'siege'. doesn't do his job that well unless you get enough of them, but then you won't be left with an actual army.

extremely useful as a support unit, ensnaring anything that tries to run/escape, including heroes and annoying hit & run (vs fiends: tank & burrow).

requires quite some micro to use them effectively in a battle, both in ensnaring and keeping them alive during the process.

overall i'd say they don't serve the purpose of siege units well, they're more like anti-heroes, anti-hit&run. they're pretty fragile, can't take much hits before they die (especially vs normal dmg). pretty micro-intensive if you care about their lives in a battle.|||id say that raiders are great. yeah, they take more micro than average, die to melee and heroes, and the ensnare cooldown could need a buff, but they are worth it at only 180 gold. they take care of heavy melee very well, and teach those damn fiends and hunts to stay put. hero killers, unit killers, good defense against heavy air, anti-hit-and-run, good vs casters, dryads, siege machines. and great at raiding expos, or buildings that arent well protected.

overall, a very useful unit. easy to kill if you keep them in the frontlines though. i usually keep around 5 most of the time i play orc.|||very indepth!

how about this type of poll in general though? hmm... I'm not one to spam, hell, I think I've only started 3 or 4 threads the entire time on the strategy forums =P|||fantastic units. they are extremely useful vs all the races except HU, mostly because you need either lots of AOE or some way to get rid of the slow, and raiders do neither. vs all the other races, they are extremely useful. wyv focus, demo volleys, and kodo usage are all greatly assisted by them.|||I usually use raiders just to ensnare things and make the enemy cry. They also help to take down buildings quicker.|||Hmm I only use a few raiders when I'm versing a guy with lots of Air units.|||Raiders are good hit and run on enemy expos. If they are lightly defended, you can sneak in, pillage a few buildings and get out quick. On townhalls, each raider hit will net u a nice amount of resources. You can also use ensnare to keep peons and militia suppressed. Keep sentry wards up around the xpo tho, or ur raiders will get caught.

They are handy support troops, but basing your army around them is a pretty bad idea.|||i always kick myself when i dont get them. ther is always a time in the game when i wish i had a raider handy to ensnare fleeing units!

i try to get 2 or 3 for every strat|||WHY IS NOT ENSNARE AN AUTOCAST!!!

LOL

THAT SUCKS |||if ensnare was autocast it would totally destroy its purpose. Just ensnaring everything the raider sees is stupid, because the point of ensnare is to ensnare running away units, heroes, etc. not when it has no point -.-|||that could've been responded to with simply "-_-"

why even play if everything is done for you.|||there should be LESS autocast crap, not MORE|||Quote:








there should be LESS autocast crap, not MORE




yeah lets all make every race more like human -_-|||Raiders work best as a disabler and support units. Net is brutal on heroes and fleeing armies. While sieging with grunts a few raiders really help if the grunts tank any base defenses. They take practice, but really are a great unit.|||srry 2 be different, but i REALY REALY REALY hate raiders. they always die on me... :(

i know these take up way more food, but.. GO THE KODOS lol|||The sickest Strat I have ever used is mass raiders moving along with mass pults. The raiders can net lock an enemy hero in place, simply get the pults to FF on the hero. Ive seen a level 5 pitlord last no more than 5 seconds after hes sucked up 2 rounds of eight pults focus firing on him. Also the raiders can move behind the pults, acting as a fast moving meat shield if you ever get back stabbed. Throw in a scroll of speed with that that combo and you will have fast moving pults, and even faster moving raiders. The intimidation and horror of this pure siege army with unbeatable AA causes most players to fall back, and that is what you want them to do! Fear not their casters, for Orc pults are unstoppable and make sorcies and priests look like instant milkshakes.

Raider + CataPult.|||In case you diddent know, raiders can ensnare repairing workers so thatthey cant repair, witch could come quite handy indeed. :)|||Quote:








In case you diddent know, raiders can ensnare repairing workers so thatthey cant repair, witch could come quite handy indeed. :)




Yes I always use that on repairing workers when I'm taking out buildings with raiders. I usually research ensnare before getting any raiders. I don't really build more than one beastiary though because I won't need to mass raiders, they're just there for support, and they pop out fast enough.|||If they weren't seige, i'd love them...|||i dont remember

but can ensnare interrupt channeling spells as well?|||Yes. (10 )|||Raiders absolutely rock. Sometimes I go double beastiary and get a dozen of them and ride right into the enemy's camp. Ensnare his army to slow it down, and you are pretty much guaranteed to take down his town hall. If you don't mind sacrificing them, keep them in town and you can take out a couple more buildings in the meantime.

Even if you don't want to go that route, a band of raider and a FS can ensure that the enemy can't expand. I love them, love them, love them. :)|||I'm about 80% w/ Orcs in clan matches, and I build at least 5 raiders unless I get strong indications otherwise.

I stumbled upon this thread because we just swept a 2v2 in which my human teammate got wiped out by a mass combined ghoul rush in Tier 1. We ended up winning handily, even vs double aura UD. Raiders made the difference and I searched for a "Raiders are Imba" thread.

Tier 2 I built double barracks, double bestiary, knowing I had to finish the game there. My attack force was a full team of Grunts, a Kodo, 2 Spear Throwers, BM, FS and 5 Raiders. I fought out in the open with the main force while my 5 raiders and BM went tropping through one player's town. My teammate bowed out an 8 min, but at 12 an opponent's Town Hall, Crypt and Altar were all destroyed. The other player's secondary settlement was wiped as well.

From then, I made Tier 3 casters, and it was gg vs. Tier 1 and 2 UD.

From what I've seen, Raiders are approached one of two ways.

1) Integrated within the main force for Ensnare and mild anti-caster pressure. Most skilled players have figured this out. Best with only 2 Raiders max.

2) As the attack wing of a deflective assault in order to flatten key buildings.

I try for #2 nearly every game. The key things to remember are that unless you have a serious developmental advantage, this tactic will end up in a crushing defeat on both wings. Never divide your forces in the face of a superior enemy. Your main body needs to at least be able to hold its ground. This shouldn't be extremely hard with double barracks and Grunts, but just keep them free of archers, fiends and other pierce. Far seer also helps with well-placed summons and CL.

The second thing to remember, both the Raiders and the Hero supporting them are supposed to die (unless you brought BM). That's why I favor double bestiary. Hero and 5 raiders destroyed vs. town hall sack + pillage + experience. I'll let you guess who wins out of that exchange. If time is left in T2, rinse and repeat. Otherwise, you should still be ready to get Tauren and caster-types on-line for the end.

This tactic won't work every game, but I can't name another unit with seige that is so quick on the ground, fast to train and cheap to build (factoring pillage, of course).

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