Kyle took the middle keep early, but Swix built up a decent army and was able to take control. From there, Swix fortified near the KoTH keep with towers, crossbowmen, and archers, giving him a strong hold over the center.
Trooper and Kyle both had good moments and managed to take the keep briefly, but neither could hold it for long because Swix’s tower control kept applying constant pressure. Kyle also tried pushing with shields, but without anyone fully sieging down Swix’s towers, the middle remained very difficult to contest.
In the end, Swix held the position long enough and secured the win.
This was a close KoTH match on Karak using Limited Rules and Hard Settings. Rusher was playing with a handicap since he was unable to produce catapults or trebuchets, which made it much harder for him to deal with towers and siege pressure.
Bradly took the middle keep first but Rusher eventually pushed back with shields and crossbows and retook it. Bradly kept being a real pain with tunnelers, constantly disrupting Rusher and preventing him from comfortably holding the middle.
After some back and forth, Rusher finally held the keep for a while and brought the timer down. Then Swix entered the fight and started putting heavy pressure on the middle with mass trebuchets and scattered traps. Rusher tried an interesting shielded knight flank, running around to wipe out Swix’s trebs. It worked for a while, but Swix recovered quickly.
Swix also had tower positioning: one tower was hitting the middle KoTH keep, while another helped defend his trebs and nearby base area. The game kept swinging back and forth until Rusher made one final big push with swordsmen, pikemen, knights, archers, and crossbowmen.
He barely held the middle keep long enough to win. wp gg
Swix went mostly with a pike and crossbow army, while Zero pushed his towers forward and also got crossbows up. Eventually, Swix did the same, and the game turned into a fight over tower sieging and middle control.
Bradly went for an archer and tunneler army. It ended up being a very close game, but Zero managed to win. Swix had a real chance to take it, but he sent his remaining large pike army too far into the middle KoTH keep, which ended up costing him. GG.
Zero APM took the KoTH keep early and stacked it with a much stronger army, so I couldn�t really contest the middle right away. He also tried pressuring my base, but I had a few archers on my iron hill that helped stop it.
While Zero held the keep, Swix was building up, and I decided to play the long game instead of forcing an early fight. I focused on building a stronger economy with wheat farms, mills, apples, and then started massing maces with some pikes.
Once I had enough troops, I made my move and barely managed to clear Zero off the keep. Swix then started hitting the middle hard with trebs and catapults, so I had to answer with my own catapults and spread troops around the middle hills. He took the hill briefly, but I forced him back and kept applying pressure until both players were pushed away.
In the end, I held the KoTH keep long enough to run the timer down to 0. GG.
Early rush with archers , Repelled and then a stalemate for a short time , Swix started advancing , accidently disbanded my archers , Mace Rushed Swix and Won in the nick of time , Swix had a upperhand on me , Good Game