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Qrow's Strats

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2 hours ago
Here I will post new strategies (or old ones I have not elaborated on).

If you have a post or thread you want to make about a discussion, please make one titled [QS]_____________ with the name of the strategy or composition, and I will link it to the original post (I would like to not clutter this thread with discussion).
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BIRD UP (mono Magpie)

Needs no explanation and a huge guide has already been written, which you can find here:

https://docs.google.com/document/d/1XJ92ARfN2q649XDItN7EdYvm4tIdmZWCftVKqf0wUJU/edit?usp=sharing

It is outdated, but I do not have further plans to update it unless it receives a buff.
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2 hours ago
Spooder (mono Hermit)

Also needs no explanation. You can find a long guide on it below:

https://docs.google.com/document/d/1LUWuvbUI51TAH2_E1s7B2QY-xF8F01gYoFXttnDpJg4/edit?usp=sharing

I also don't really have any reason to update this one.
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2 hours ago
Crashing Waves (AR99 mono Thug with tied Bandit)

This is essentially hermit, so I won't bother reexplaining it too much. Essentially, you just tie a bandit within the shield for each Thug, set thug to 99% AR, and then let the strategy do its thing with fight order. Immensely annoying to deal with, but definitely not good as it takes forever to get started.

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5-Fac Spellcaster

This is probably the most fun I've had in TAW recently as of writing.





You need a few things to make this work:

  • 5 Fac (Cloak/Shield/Amph/GS/Jump)

  • Communicative teammate who is willing to provide DPS or follow up engagements





EDIT: Not part of the main strategy, but if you feel inclined to get some free early game value, throw 3 Scythe together at the beginning and you can nab a free com, which can boost your lane.




The name is exactly as the strategy implies - you make spells and cast them from your book.

The "book" is Iris.

"Spells" are:

  • Snitch
  • Imp
  • Limpet
  • Blastwing
  • Skuttle

Each spell has a fairly set use case:

  • Snitch is for when you need to blow up something with moderate HP (1200 or less). Almost always makes value on 3 or more raiders.

  • Imp is for group unit control or when you need to buy some time to get outta somewhere, since you can burrow it behind you as you leave.

  • Limpet is for creating effective engagement opportunities when your teammmates are ready, and sometimes as a backup when you're out of Imps.

  • Blastwing is for throwing damage at stunned targets at a bargin bin price, or for when you need a little extra reach.

  • Skuttle is for when bombing things with Snitch starts to become a little too expensive, or for when you need more concentrated damage with a jump.





This strategy requires a communicative teammate for two reasons:

  • You need followups to take and hold ground and reclaim

  • Your teammates (or you) will screw eachother over with poor bomb positioning, or by accidentally lobstering something the wrong way

  • (Bonus reason) plates.



If you have some extra metal laying around and you're busy with micro, you can generate some each additional value that helps our comp out from your existing factories:

  • Phantom - benefits from vision you get by having cloaked units up against their front, and can help hitconfirm on borderline brakepoint HP targets.

  • Racketeer - can help extend range of bombs by letting them walk past something like a felon, or by disabling AA for Blastwing bursts




That being said, I wouldn't call this strategy good. It's just fun.


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mono Phantom


It's pretty boring to actually play, but every time I do it in TAW it seems to make cost.

Simple strategy: Phantom with fire at radar dot DISABLED, and then a hold fire Gremlin to get vision. You can leave the Snipers on fight order, just make sure there's someone else there to build some lotus or something.
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105 minutes ago
Shocking(ly Bad) (mono Blitz)


I really thought that like every other mono Raider composition, this one would be at least decent. However, it seems to me like Blitz really struggles to perform its role well as a Raider in basically any capacity.


It is pretty funny, however. It's a shame this is so bad or I would play Tank factory more.
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102 minutes ago
Fireball (mono Blastwing)

Originally (mostly) popularized by AUrankCaptainPronin

I really thought this would suck when I first made it, but actually it works pretty well. There was a few games where, even in TAW where AA was extremely common, I was able to just freely commander snipe multiple high-ranking Blue players with this strategy.

I think there is some significant depth to be explored with the formation positioning, and the setups behind hit confirms and consistency seem to be a little weird, but I think even with as bad as it is there are many worse things a TAW bronze could be doing than this.

It's still a meme, though.
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Bomballatic (Placeholder/Skuttle)

Another goofy bomb strat, this time centering around Placeholder and Skuttle (both in the same factory, so technically this is a monofac strat!)




You need two units:

  • Placeholder to grab some boys
  • Skuttle to explode the boys




The strategy is very simple:

  • First, placeholder some units.
  • Second, count the value of said units:
    • IF over 500m: Throw skuttle at the ball. Get value
    • IF under 500m: Perhaps Firewalker the ball or let a teammate commit, but do not Skuttle.

  • Repeat process, get value.
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93 minutes ago
Pokemon Card Entrepreneur (mono Scalpel)


This is a little unreasonably strong, I think.




Scalpel seems to do well in almost every scenario:

  • Does the job of a Skirm very well
  • Can kill raiders in numbers
  • Missle bounce means missing can be forgiving
  • Can effectively counter Tank on it's own

I have yet to see a team game where Scalpel has not been useful in some capacity when spammed, even by a lower ranking player.
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