. Players who don't build any base defenses will generally stock up on TP scrolls as a way to compensate. The idea is to do split force attacks (this works great in Arrange Team games but there you are splitting players not player forces). Most players will NEVER split their force
as it's not something many players have ever practiced with. So with your normal scouting lets say you find 2 unguarded expansions owned by the same player (or even one expansion + the player's main base). Make sure the two targets are not close together and send a few units to
the first target to kill peons (don't send your heroes, your heroes will get xp regardless of where they are at as long as no hero is within range of what is being killed). The key here is to attack both targets at the same time (or timed in a way to trick the player to porting to one base while moving your entire army to the second target to do some damage). If the player ports to the first base, run your one or two units away and engage the other base. If he has 2 TP scrolls and ports again, run your original units back to the first target, and move the other units away. You can play ping pong with the player all day. If the other player teleports and your units escaped unharmed that player just lost 350 gold, in addition to the few peons you killed. In
most cases you will destroy one base when using this tactic. The nice thing about this tactic is it works even when the other player has a better army + heroes and is mobile (many TP scrolls). It works great against gold hogs who don't want to bother with base defenses. You can punish them for tying to cut corners =) Also once again, only do this if you plan on killing the player in the short term or if the player is already targeting you (the type of attacks you do vs. players should be based on how much you can piss of the player before it starts to hurt you). This tactic will tend to "agro" new players. If a player builds 2 or 3 towers per expansion, it makes split attacks more difficult. You will need to commit a larger army to each target. If you send a larger army,
you risk losing that army. You can also do something similar when attacked. For instance you can send in a single Grunt / Abomination / Knight to an unguarded expansion when a player attacks. The one Knight will not make much difference in your battle. The rest of your army +
towers will hold him off (well you need to make that call if you need the unit or not). The attacking player will lose an expansion if he decides to stay and fight you. By fighting and losing an expansion he increases his chances of losing against other players.