| Re: My reps Zeppelin only works if the enemy is stupid and you manage to get away with it. Much like how you got away with towering against the NE on his own base. Especially when you have such little land to work with in Turtle Rock.
As for Knights, they only have 985 when fully upped. And even then, 5-11 armor against magic debuffs, or other melee won't let them last long. I know because I had a FFA recently and I slaughtered a HU guy thrice, and he too had knights. He also had rifles, some tanks (since I had wvys&bats at one point, but swapped to raiders after the second attack), but virtually not many casters for himself. Even then, the knights were dying pretty fast.
My men were 3/3 in everything and I had Master on SW&Docs. And all my heroes were 6+ (8 BM, 7 SH, 6 TC).
Tauren's pulverize wrecks them (the damage from Tauren + 60), and Walkers do double damage against them (17-22 * 2 - dr of Knight). Plus the BM crits (4x damage), and bladestorm (110 * 7). Although orc, it proves that knights still die pretty fast. The only advantage you would have is if you get more Knights than he does focus firers, and you can still endure even after they get Frost Nova. I don't usually have that problem, since I usually carry Scroll of Speed and that negates the movement speed slow.
Griffs are only good when the situation calls for them. Like your UD opponent. He swapped to Aboms, and that was the perfect time to start getting griffs, because he was assuming you were still going knights. And Aboms have more HP (1175), damage (up to 60 of the knight's attack speed), a skill that cancels out HP regen of Knight (up to 120 damage) AND can eat corpses of any fallen. The only thing it loses in is Movement speed, which is the knight's only true advantage. But griffs as you know, do double to aboms. But you couldnt flood them, or he would either have gotten gargs
or dest and/or wyrms. Then if your griffs had died, then your knights would have been in worse **** than they started. |