Defense art by abcd

From Armagetron

Introduction

With more than 50+ ladles played. Most of them at pos6. I always was looking for a way to achieve a flawless defense. Seems like I finally found a recipe, only thing is to learn to cook. Enough about me, let's talk about Art of Defense.

Defense – most complicated position in fort. If you disagree, good on you, Merry Christmas. The reality is that if you wanna build a good defense you have to take in consideration a lot of small details and to be able to resist the pressure for long period of time without lowering defense quality. If to compare with other pos, def doesn't have freedom of movement

In the following article, I am gonna go through some details. You all are busy or VIP or lazy people so I am gonna be stricly to subject.

Defense Bottle

remind pos5 to grind asap → go near other players(give/get speed) → go as high as possible (leaving the zone) → if centered be ready to bottle again.

Keep in mind that oponnent center player probably use second camera 🕵️ and is looking for mistakes in your bottle.

Defense area

equal def setup close to arena wall → no unecessary turns → while there is sweep setup Def must not work (just going around) → focus on steps going outside the zone → if you need to make some bad steps do it in corner.

Like in chess♟️. You find a weak spot. You pressure until it hurts. Same with defense, if there is a weakness, unecessary step or turn. In short period of time this will be a problem. Idea is to find it first and to try to fix it faster than your oponnent will use it against you.

Speed/brakes/rubber/laps ratio

High speed → more laps → more steps/turns → defense goes more into zone → it becomes gankable

Here comes idea of brakes and rubber management. Idea is to do laps as slow as possible, braking systematically and digging your own tail ( so you don't go into the zone so much). MeanWhile keeping in mind that you must have enough brakes/rubber in order to close twice if someone tries to cut.

Nowadays everyone is tech guru so keep in mind that your oponnent knows your brakes/rubber resource.

Speed/slow def alternation & Glancing

Holing became more than hobby, it is lifestyle. Most of players don't even know what cut means. Nevermind, back to subject.

In order to prevent your oponnent to gangBang defense. You have to glance systematically or use good camera settings always to keep an eye on them. When you know that moment came. slow def alternate into a speed def. Higher speed → higher chances to close holing or higher chances to get the remaining territory.

Timing of killing

To kill your oponnent is always a pleasure but if you do it in wrong moment. It becomes a perfect hole for your enemies. If you decide to fulfill your cravings make sure that your teammates can close hole or your enemies can't reach it.

Timing of expanding

Expanding is easy. To do it correctly is hard. Being aware of enemies is half job. While expanding you have to take in consideration which turns/steps you make. So it will not make your def vulnerable after a while.

Double def

Inner def should be near the external def. Preferable with high speed. In case that oponnent team hole. You can maintain def. And your external def can find a way to setup again if necessary.

Taking remaining terittory after holing

to many strategies @here/ will leave this subject to other ape & sumo enthusiasts.

Conclusion

To be a defender is easy But to be a valuable defender requires a lot of knowledge, patience and skills. Only a good defender knows how bad is he playing.


P.S. Maybe in 1 day this article will have photos, but not today, didn't master paint software yet.