Post by Friedrich “Fried Rice” Paulus on Jun 30, 2019 16:34:36 GMT
I wanted to make this thread early on to help out new comers. I’ll edit it from time to time if there are any new ground breaking discoveries.
Best Skills:
1. Archer Commander/Cavarly Commander/Infantry Commander/ Navy Commander
- on archers, being able to attack more than once is critical. I would go as far as to advise not to purchase a archery general without this skill, regardless of what other skills they possess. No return fire means you can deal massive amounts of damage (except to other archers). But for those, you use your other units to take out.
- on cavarly and infantry, this allows you do ridiculous amounts of damage against weak opponents. For infantry, it will occassionally allow you to attack twice after destroying the enemy, whereas for cavarly you can demolish most units.
2. Guerilla/Ambush/Helmsmann (Cavarly/Infantry)
- These skills are amazing as they allow you to attack without any return damage. They trigger suprisingly often and make a huge difference
- Unfortunately, Hannibal is the only one who has a cavarly commander skill and guerilla, making him stand out when compared to the other iaps.
3. Besiege/Raid
- Essentially, these are really good hybrid skills. They will be active 50% of time (besiege slightly better though but raid makes a great difference in a match with a tough general).
- The extra damage has a huge impact. Just overall great skills.
4. Terrain Bonuses
- Also great bonuses. However, in gcr, jungle fighting/mountain fighting are a bit stronger than pf and urban. In fact, pf and urban have been nerfed in magnitude. A jungle terrain bonuses might now be the best bonus to have on a general.
5. Accuracy/Charge/Intercept
Skills made specifically for killing a unit type. These are very convenient as the unit type they are geared towards killing is already weak in respect. But as you will be fighting units of all different sorts (like archers - cav and infantry) they aren’t as good as they can be.
6. Counterattack on Infantry: considering infantry is made to counterattack other units (15% bonus), this skill would work really well. Unfortunately, there isn’t a general that makes use of this trait well as of yet.
7. Shield Wall: one of the most frustrating skills in the game. A ~30% chance to trigger at max. Makes a huge difference in making infantry great meatshields. Overall I am a fan.
8. Siege: much better than tunnel. Huge bonuses towards cities, gcr’s equivalent of explosives. Is it better than other skills, nah. Is there a good general with this skill: nah. But worth trying to shove on your free general, especially if he’s a cavarly general.
Unknown: roar, assualt, advantage: they seem pretty good to me. Will anyone come back to confirm.
I will review the bad skills a bit later. But at the same time, is there really a point in reviewing them.
The ones to watch out for so far as I’ve seen are tunnel and barrier skills (breakthrough, marksman, formation).
Best Skills:
1. Archer Commander/Cavarly Commander/Infantry Commander/ Navy Commander
- on archers, being able to attack more than once is critical. I would go as far as to advise not to purchase a archery general without this skill, regardless of what other skills they possess. No return fire means you can deal massive amounts of damage (except to other archers). But for those, you use your other units to take out.
- on cavarly and infantry, this allows you do ridiculous amounts of damage against weak opponents. For infantry, it will occassionally allow you to attack twice after destroying the enemy, whereas for cavarly you can demolish most units.
2. Guerilla/Ambush/Helmsmann (Cavarly/Infantry)
- These skills are amazing as they allow you to attack without any return damage. They trigger suprisingly often and make a huge difference
- Unfortunately, Hannibal is the only one who has a cavarly commander skill and guerilla, making him stand out when compared to the other iaps.
3. Besiege/Raid
- Essentially, these are really good hybrid skills. They will be active 50% of time (besiege slightly better though but raid makes a great difference in a match with a tough general).
- The extra damage has a huge impact. Just overall great skills.
4. Terrain Bonuses
- Also great bonuses. However, in gcr, jungle fighting/mountain fighting are a bit stronger than pf and urban. In fact, pf and urban have been nerfed in magnitude. A jungle terrain bonuses might now be the best bonus to have on a general.
5. Accuracy/Charge/Intercept
Skills made specifically for killing a unit type. These are very convenient as the unit type they are geared towards killing is already weak in respect. But as you will be fighting units of all different sorts (like archers - cav and infantry) they aren’t as good as they can be.
6. Counterattack on Infantry: considering infantry is made to counterattack other units (15% bonus), this skill would work really well. Unfortunately, there isn’t a general that makes use of this trait well as of yet.
7. Shield Wall: one of the most frustrating skills in the game. A ~30% chance to trigger at max. Makes a huge difference in making infantry great meatshields. Overall I am a fan.
8. Siege: much better than tunnel. Huge bonuses towards cities, gcr’s equivalent of explosives. Is it better than other skills, nah. Is there a good general with this skill: nah. But worth trying to shove on your free general, especially if he’s a cavarly general.
Unknown: roar, assualt, advantage: they seem pretty good to me. Will anyone come back to confirm.
I will review the bad skills a bit later. But at the same time, is there really a point in reviewing them.
The ones to watch out for so far as I’ve seen are tunnel and barrier skills (breakthrough, marksman, formation).