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Post by Friedrich “Fried Rice” Paulus on Jul 23, 2019 18:56:52 GMT
OK, Now my Commander looks like a real general. Only a month ago he was nothing but a raw recruit, and now he is a battle-hardened veteran. It was a lot of medals I poured into him (enough to buy 2 good generals), but as he will be our best general (including IAPs), I think it is worth it. I don't like jungle fighting. 20 flat damage is great, but I fighting in the desert areas will make it pretty useless. Would prefer March or siege . Still tho, that's one scary general I was thinking of also switching up the terrain bonus to intercept on my general. But i guess its too late now since his is at lvl 2 now.
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Post by Deleted on Jul 23, 2019 19:27:06 GMT
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Post by yuanzhong on Jul 25, 2019 4:53:03 GMT
Mine
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Post by Deleted on Jul 25, 2019 7:31:01 GMT
Mine Can you give me some of your medals . Great general tho,but why plain fighting?
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Post by yuanzhong on Jul 25, 2019 7:45:49 GMT
Mine Can you give me some of your medals . Great general tho,but why plain fighting? Because I see that plain is still the most common terrain in GCR, nearly all city have plain terrain hexes around. With March, it's even easier to find plain for him. Not better in efficiency than Jungle, but much easier to use
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Post by Friedrich “Fried Rice” Paulus on Jul 25, 2019 12:28:37 GMT
Mine Thats a good general! Will be useful on any unit.
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Post by Deleted on Jul 25, 2019 12:57:11 GMT
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Post by yuanzhong on Jul 25, 2019 13:10:55 GMT
You can see, they are "close" friends
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Post by Friedrich “Fried Rice” Paulus on Jul 25, 2019 16:57:39 GMT
So at max, you can have lvl 9 specific ability, lvl 7 navy ability, and lvl 2 the other two abilities. Does anyone know what the capability distribution would be if you made on for all units.
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Post by Friedrich “Fried Rice” Paulus on Jul 25, 2019 17:15:49 GMT
Oh yeah and seeing all of your maxed out commanders, this gave me an idea. I found a pretty good recipe for a hybrid.
1. Choose 2 Abilities (Cavarly + Infantry, Archers + Navy)...
You get enough capability points to have a general with lvl 8 ability in two of his 4 slots. For example, he can have lvl 8 archery and lvl 8 infantry, being equally good in both.
2. Give them 2 out of the 3 1) a terrain bonus, 2) march 3) siege
*march and siege if you are making a navy hybrid*
These are essential skills on hybrids, really nothing else is needed.
3. Give them a commander skill for both of the unit types you chose.
4. Use the commander flag to buff both of these commander skills by one.
5. Profit
You will get a pretty effective general in both categories. He will be fast, strong, and even good at cracking cities. You will sacrifice a bit of quality in order to have the ability to attack twice. He has the potential to be one of the best cavarly and archer generals at the same time, or being one of the best units in the sea.
However, if you would rather give your general 1. Terrain Bonus 2. Siege 3. March 4. Counterattack, he will be effective on anything and you could always reset your capability points and still have a strong general.
This general is greatly inspired by Davout tha God from EW4
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Post by Ralyks on Jul 30, 2019 18:26:34 GMT
Well, after playing for some more, I noticed and confirmed Cavalry reset can only be triggered once per turn, meaning at most 60% chance of attacking twice
This can be extended if you get him the "may attack again after attacking" skill and "forced march" tactic, but it's making me doubt if its now the best path choice
Atm I have Cleo and Vercingetorix as solid picks, so that's why Im holding my commander as cavalry, but he has no skills learned yet, so my boy Pacorus is getting the solid starting cavalry troop while my commander is benched, which is sad, but Pacorus outperforms him thanks to the skills.
Asking for some feedback, should I really change it? I was on the edge of buying Hannibal twice, that would've meant I'll more likely change it (though he would benefit from Hannibal aura), but as I didn't he remains a cavalry benched commander. I think it would happen the same for archer (as Cleopathra will take the main spot) however, I do always recruit some infantry (as Vercin takes the starting infantry), and it can be increased in size almost on every city or barrack, so maybe should I make it infantry?
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Post by Friedrich “Fried Rice” Paulus on Jul 30, 2019 18:57:05 GMT
Well, after playing for some more, I noticed and confirmed Cavalry reset can only be triggered once per turn, meaning at most 60% chance of attacking twice This can be extended if you get him the "may attack again after attacking" skill and "forced march" tactic, but it's making me doubt if its now the best path choice Atm I have Cleo and Vercingetorix as solid picks, so that's why Im holding my commander as cavalry, but he has no skills learned yet, so my boy Pacorus is getting the solid starting cavalry troop while my commander is benched, which is sad, but Pacorus outperforms him thanks to the skills. Asking for some feedback, should I really change it? I was on the edge of buying Hannibal twice, that would've meant I'll more likely change it (though he would benefit from Hannibal aura), but as I didn't he remains a cavalry benched commander. I think it would happen the same for archer (as Cleopathra will take the main spot) however, I do always recruit some infantry (as Vercin takes the starting infantry), and it can be increased in size almost on every city or barrack, so maybe should I make it infantry? Cavalry’s ability to attack twice (60% chance to) should not be underestimated. With a cavarly commander perk, you’ll have around an 85% chance to attack twice at max, and an additional 25% when you don’t kill/knock down one of the enemies bubbles. But still, 60% is a pretty good chance. Archers are weak the majority of the time even tho they don’t counter, and infantry is more spam friendly due to its price and low population cost. Hannibal is amazing, especially with a laurel crown. Pacorus would benefit a lot from the aura as other than his stars, he doesn’t really have many skills for attacking. But you can probably do without him. As for making your free general a cavarly general, thats actually very smart as you have the potential to creating a very powerful cavarly commander. You can essentially have at max Arminius who can attack twice. I would simply go replay the expedition 1 a couple of times to build up his rank to max, and once he has 9 stars in cavalry ability, you’ll be more impressed by him. What skills did you put on your cavalry general?
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Post by Deleted on Jul 30, 2019 19:55:07 GMT
Well, after playing for some more, I noticed and confirmed Cavalry reset can only be triggered once per turn, meaning at most 60% chance of attacking twice This can be extended if you get him the "may attack again after attacking" skill and "forced march" tactic, but it's making me doubt if its now the best path choice Atm I have Cleo and Vercingetorix as solid picks, so that's why Im holding my commander as cavalry, but he has no skills learned yet, so my boy Pacorus is getting the solid starting cavalry troop while my commander is benched, which is sad, but Pacorus outperforms him thanks to the skills. Asking for some feedback, should I really change it? I was on the edge of buying Hannibal twice, that would've meant I'll more likely change it (though he would benefit from Hannibal aura), but as I didn't he remains a cavalry benched commander. I think it would happen the same for archer (as Cleopathra will take the main spot) however, I do always recruit some infantry (as Vercin takes the starting infantry), and it can be increased in size almost on every city or barrack, so maybe should I make it infantry? More infantry is great. But having a powerful Cavalry Gen, even better. Just think of your commander as a potential. As you collect all his armor and max his skills and attack, he'll be a monster. I regret making mine an archer at times, but I just have to wait until they release the armor that increases archer attacks. Besides, infantry gens are pretty great compared to Cavalry and Archers.
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Post by stoic on Jul 30, 2019 20:03:55 GMT
Well, after playing for some more, I noticed and confirmed Cavalry reset can only be triggered once per turn, meaning at most 60% chance of attacking twice This can be extended if you get him the "may attack again after attacking" skill and "forced march" tactic, but it's making me doubt if its now the best path choice Atm I have Cleo and Vercingetorix as solid picks, so that's why Im holding my commander as cavalry, but he has no skills learned yet, so my boy Pacorus is getting the solid starting cavalry troop while my commander is benched, which is sad, but Pacorus outperforms him thanks to the skills. Asking for some feedback, should I really change it? I was on the edge of buying Hannibal twice, that would've meant I'll more likely change it (though he would benefit from Hannibal aura), but as I didn't he remains a cavalry benched commander. I think it would happen the same for archer (as Cleopathra will take the main spot) however, I do always recruit some infantry (as Vercin takes the starting infantry), and it can be increased in size almost on every city or barrack, so maybe should I make it infantry? More infantry is great. But having a powerful Cavalry Gen, even better. Just think of your commander as a potential. As you collect all his armor and max his skills and attack, he'll be a monster. I regret making mine an archer at times, but I just have to wait until they release the armor that increases archer attacks. Besides, infantry gens are pretty great compared to Cavalry and Archers. One important factor is that Armor improving our archers' attack is the last one to obtain. It may well be the most difficult mission in the game
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Post by Ralyks on Jul 30, 2019 22:29:18 GMT
It has no skills yet, thats why Pacorus is better and thus taking the starting cavalry troop for every campaign mission. I didn't want to take skills as I wasnt sure if it was going to be the final path I would take for my commander and if it wasnt, maybe it wasnt posible or cheap to revert those skills. Okey, many thanks for the feedback deleted (wtf I cant find you with "Insert user link") and Friedrich “Fried Rice” Paulus, I'll keep him as cavalry Now then... which skills would be ideal then? stoic I was thinking jungle fighting, but you mentioned it was a bad decision, can you dig in further in the reasoning? 25 extra damage both when attacking and defending when placed on a jungle (that also gives defensive bonuses) seems really solid
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