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It can be game-deciding but can also be game-ending if you lose too many of them, which is easy because paper.
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It can be game-deciding but can also be game-ending if you lose too many of them, which is easy because paper.
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2 |
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3 |
I guess it depends on the map and how raid-able your starting location is.
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3 |
I guess it depends on the map and how raid-able your starting location is.
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4 |
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5 |
I actually think windmills work better in team games for that reason, the bigger the better. You have a lot of allies to pick up your slack if your windmills get destroyed, so your economy isn't wiped, and raiding is harder. However, that is only true as long as you have plenty of space to space them out decently.
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5 |
I actually think windmills work better in team games for that reason, the bigger the better. You have a lot of allies to pick up your slack if your windmills get destroyed, so your economy isn't wiped, and raiding is harder. However, that is only true as long as you have plenty of space to space them out decently.
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6 |
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7 |
I find huge-ass blocks of tightly packed windmills in team games really, really silly. They take up huge amounts of valuable backline space and a few infiltrating raiders is all it takes to blow them all to hell. Or gunships, or bombers, or silos.
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7 |
I find huge-ass blocks of tightly packed windmills in team games really, really silly. They take up huge amounts of valuable backline space and a few infiltrating raiders is all it takes to blow them all to hell. Or gunships, or bombers, or silos.
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8 |
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9 |
Even in maps which are good for wind, people shouldn't expect that they can just build windmills forever and never graduate to fusions.
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