- Introduction - - Strategy - - Thanks - |
Triple Backstab's Strategies The most obvious two characteristics of Triple Backstab are the fact that both meshes have 3 start locations, and the excessive capability for wights. Separately, these are interesting features, and together, they make for a really fun and interesting game. You will probably find that after the first one or two games on King of the Hill, rushing the hill with maximum melee, especially at the end, simply won't work. With a maximum of 6 wights on each team and the deep pools of water with very steep sides, it makes it very easy for a player to surprise you. Instead, you will have to devise your own strategies in order to win. You will discover a pretty important rule: stay away from the water! The three main pools in the center have 3 back entrances which look a bit like waterfalls. These are perfect for taking wights in without the other teams noticing, however watch out for the other teams who might have the same idea! Even games such as Flag Rally, Territories, and Capture the Flag, which don't focus around the central area have their own playing style. When crossing to the other side of the map, do you take the shortcut across the center when you have very little time remaining, or do you take the more safe route around the edge of the map? This peripheral movement can create interesting rotational gameplay, as the 3 teams move around the map in a circle, tagging flags. The dark and light meshes were designed so that the dark mainly have units which can cross under and over the water, while the light have units which can mainly only travel around. The exception to the dark's underwater theme are the beserks, while the exception to the light's more restricted movement are the wights and thrall. I suppose I should mention the Wight Hero (heh, I know what you're thinking - something along the lines of "meh.") He is the Assassin unit on the dark mesh. If you want to know how you could possibly get a wight hero, read the flavor text :). He is around twice the size of an ordinary wight, and while he doesn't do anywhere nearly as much damage, he affects a much wider blast radius. Don't forget that this blast can still cause paralysis. Using the wight hero as a tool is impossible, as you would be commiting suicide as soon as you press "t", however it will make a player think twice about attacking an enemy's Assassin target, as it may well paralyse their whole army. In these ways you can see why the beta testers decided that Triple Backstab has so much potential - I hope you enjoy discovering all the other, smaller features which make the map so much fun to play!