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These games are caused by a few things.
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These games are caused by a few things.
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1: Reasonably good raiders.
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1: Reasonably good raiders.
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The raiders need to be able to deal significant damage if they get in, and ideally push past lighter defenses. Glaive, bandit, scorcher, these are the only ones that really function like you would want for this.
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The raiders need to be able to deal significant damage if they get in, and ideally push past lighter defenses. Glaive, bandit, scorcher, these are the only ones that really function like you would want for this.
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5 |
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You need this to encourage strikes on many fronts, and an adaptable battlefield with significant attrition. Raiders must be good so they are encouraged over other alternatives that tend towards one side snowballing.
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You need this to encourage strikes on many fronts, and an adaptable battlefield with significant attrition. Raiders must be good so they are encouraged over other alternatives that tend towards one side snowballing.
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7 |
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2: Relatively mobile ways to kill light defenses, with low attrition.
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2: Relatively mobile ways to kill light defenses, with low attrition.
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Skirms that outrange them are probably the best here. Recluse, rogue, fencer, and arguably ronin. Boey is too slow, moderator requires too much overwhelming power, grizzly too big, etc. Minotaur is alright, but is fairly risky and requires more infrastructure. Wolverine is probably alright here, but has pretty low DPS.
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Skirms that outrange them are probably the best here. Recluse, rogue, fencer, and arguably ronin. Boey is too slow, moderator requires too much overwhelming power, grizzly too big, etc. Minotaur is alright, but is fairly risky and requires more infrastructure. Wolverine is probably alright here, but has pretty low DPS.
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10 |
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11 |
These
units
are
important
for
creating
a
front
line
and
stopping
defenses
from
getting
clogged
up
to
easily,
and
because
if
they
can
be
splashed,
then
they
can
threaten
low-defense
areas
as
higher-grade
porc
begins
spouting
up.
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11 |
These
units
are
important
for
creating
a
front
line
and
stopping
defenses
from
getting
clogged
up
too
easily,
and
because
if
they
can
be
splashed,
then
they
can
threaten
low-defense
areas
as
higher-grade
porc
begins
spouting
up.
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12 |
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3: Weaker counter structures among units.
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3: Weaker counter structures among units.
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14 |
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This stops an army interaction from becoming a one-way stomp too easily.
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This stops an army interaction from becoming a one-way stomp too easily.
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17 |
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17 |
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18 |
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18 |
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19 |
Cloaky, Shield, LV all have these characteristics. Amph almost does, but mostly its skirms are a bit slow and its raider game isn't powerful enough. HT likewise doesn't deal good enough DPS with its raiders, and tends a bit more towards deathball with its interactions. That said, its probably 4th place here because of the blitz almost being sufficient as a raider.
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19 |
Cloaky, Shield, LV all have these characteristics. Amph almost does, but mostly its skirms are a bit slow and its raider game isn't powerful enough. HT likewise doesn't deal good enough DPS with its raiders, and tends a bit more towards deathball with its interactions. That said, its probably 4th place here because of the blitz almost being sufficient as a raider.
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20 |
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21 |
JJ is about as good as Amph in the first two categories, but also has some very strong weaknesses, making it too swingy to hit these games really. It also has too weak a raider game as things balloon, so it will tend towards lower-attrition units instead and move towards loss/deathball too easily.
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21 |
JJ is about as good as Amph in the first two categories, but also has some very strong weaknesses, making it too swingy to hit these games really. It also has too weak a raider game as things balloon, so it will tend towards lower-attrition units instead and move towards loss/deathball too easily.
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22 |
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22 |
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