erwinrommel23
Captain
In a man-to-man fight, the winner is he who has one more round in his magazine.
Posts: 125
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Post by erwinrommel23 on Apr 14, 2020 2:06:18 GMT
Do you speedrun? I dont see many speedrunners now days, now that wc4 has declined in popularity... I don't play speed runs, that's why I don't like explosives. The most thing I hate about explosives is that it doesn't give extra damage to any units besides the threatless forts. If only it gives +20% to forts and +10% to armored units, I would like it more. In real life, you can also use explosives for tanks, though I have tried to speed run once, still stuck with nato and wto 6
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Post by Harry Lillis "Bing" Crosby Jr on Apr 14, 2020 3:35:47 GMT
I don't play speed runs, that's why I don't like explosives. The most thing I hate about explosives is that it doesn't give extra damage to any units besides the threatless forts. If only it gives +20% to forts and +10% to armored units, I would like it more. In real life, you can also use explosives for tanks, though I have tried to speed run once, still stuck with nato and wto 6 thats too early to try speed running haha
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Post by tristanknight on Apr 16, 2020 9:53:02 GMT
I keep trying, not quite there yet. I think my best is 19 or 20 turns. I think part of the problem is when/how to use my air generals. Like right away or wait until 8 get the missile launcher in Cologne (1943)
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Post by Harry Lillis "Bing" Crosby Jr on Apr 16, 2020 10:36:18 GMT
I keep trying, not quite there yet. I think my best is 19 or 20 turns. I think part of the problem is when/how to use my air generals. Like right away or wait until 8 get the missile launcher in Cologne (1943) Thats very good. I use my air gen when I am in cologne
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Post by Harry Lillis "Bing" Crosby Jr on Apr 16, 2020 10:36:28 GMT
But max is still the king here
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Post by steelixir on Apr 17, 2020 4:34:11 GMT
I threw explosives and rumor on Konev, Nimitz and Guderian, and it works very well.
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Post by Gone on Apr 18, 2020 23:19:06 GMT
I threw explosives and rumor on Konev, Nimitz and Guderian, and it works very well. I do that, too.
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Post by phonethit on Jun 3, 2020 8:12:49 GMT
Lol I didn't see this discussion. I put guderian Level 3 Rumor and lvl 2 plain fight. Should I reset Plain fighting to machinist?
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Post by Harry Lillis "Bing" Crosby Jr on Jun 3, 2020 9:05:41 GMT
Lol I didn't see this discussion. I put guderian Level 3 Rumor and lvl 2 plain fight. Should I reset Plain fighting to machinist? Plain fighting is alright. Three skills for you (and only you) to choose for Guderian other than his mandatory rumor, plain fighting, explosives or mechanist. It's up to you to decide; I'll just give you the summarized stats for each choice 1. Explosives 2. Plain fighting 3. Mechanist ^ in terms of frequency among players in the forum
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Post by Darth Nihilus on Jun 3, 2020 14:57:21 GMT
Lol I didn't see this discussion. I put guderian Level 3 Rumor and lvl 2 plain fight. Should I reset Plain fighting to machinist? Plain fighting is alright. Three skills for you (and only you) to choose for Guderian other than his mandatory rumor, plain fighting, explosives or mechanist. It's up to you to decide; I'll just give you the summarized stats for each choice 1. Explosives 2. Plain fighting 3. Mechanist ^ in terms of frequency among players in the forum I'll expand on this a bit further: Explosives: If you want Guderian to be a city-killer assault unit, then go for explosives. For one, it helps increase the chance of you getting a double attack, and for two, city units are stupid tough to beat. For three, it lets you get rid of stupid bunkers much more easily. Plain fighting: If you want Guderian to be a troop-killer assault unit, then go for Plain Fighting. Plains are everything that doesn't have trees, mountains, cacti, or sand. Or water I guess. This is basically armoured assault just slightly more handicapped. Machinist: If you want Guderian to be more support or defensive-oriented, or if you just want him to last longer, slap Machinist on him. It helps him take much more damage and you can go for slightly more high-risk maneuvers with him. There are medals for Plain fighting and Machinist, so you may have to sacrifice one of your AA, Blitz, or PL medals if you're using it on him.
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Post by Mr. Beast on Jun 3, 2020 18:19:15 GMT
Plain fighting is alright. Three skills for you (and only you) to choose for Guderian other than his mandatory rumor, plain fighting, explosives or mechanist. It's up to you to decide; I'll just give you the summarized stats for each choice 1. Explosives 2. Plain fighting 3. Mechanist ^ in terms of frequency among players in the forum I'll expand on this a bit further: Explosives: If you want Guderian to be a city-killer assault unit, then go for explosives. For one, it helps increase the chance of you getting a double attack, and for two, city units are stupid tough to beat. For three, it lets you get rid of stupid bunkers much more easily. Plain fighting: If you want Guderian to be a troop-killer assault unit, then go for Plain Fighting. Plains are everything that doesn't have trees, mountains, cacti, or sand. Or water I guess. This is basically armoured assault just slightly more handicapped. Machinist: If you want Guderian to be more support or defensive-oriented, or if you just want him to last longer, slap Machinist on him. It helps him take much more damage and you can go for slightly more high-risk maneuvers with him. There are medals for Plain fighting and Machinist, so you may have to sacrifice one of your AA, Blitz, or PL medals if you're using it on him. I wouldn't go for plain fighting because Leeb and Konev (some) have plain fighting.
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Post by Darth Nihilus on Jun 3, 2020 19:04:17 GMT
I wouldn't go for plain fighting because Leeb and Konev (some) have plain fighting. Personally I put explosives, but I guess an argument can be made for Machinist and Plain fighting from anyone.
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Post by Mr. Beast on Jun 3, 2020 19:19:53 GMT
I wouldn't go for plain fighting because Leeb and Konev (some) have plain fighting. Personally I put explosives, but I guess an argument can be made for Machinist and Plain fighting from anyone. Explosive and Rumor. The most versatile skills ever.
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Post by Sun Li-jen of the Glorious RoC on Jun 4, 2020 7:56:08 GMT
Lol I didn't see this discussion. I put guderian Level 3 Rumor and lvl 2 plain fight. Should I reset Plain fighting to machinist? Not really, but machinist sure helps him to survive and take much more damage. If a campaign is 20 round long, then his machinist would repair a total damage of 15x20=300hp. And if his survivability increased, his total damage output he could do in his lifetime would also increase in proportion to his health, and his firepower wouldn't decrease so quickly as well, as he can maintain his health better.
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Post by Harry Lillis "Bing" Crosby Jr on Jun 4, 2020 8:32:44 GMT
Lol I didn't see this discussion. I put guderian Level 3 Rumor and lvl 2 plain fight. Should I reset Plain fighting to machinist? Not really, but machinist sure helps him to survive and take much more damage. If a campaign is 20 round long, then his machinist would repair a total damage of 15x20=300hp. And if his survivability increased, his total damage output he could do in his lifetime would also increase in proportion to his health, and his firepower wouldn't decrease so quickly as well, as he can maintain his health better. back after some period of inactivity I see
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