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Post by pathdoc on Dec 6, 2016 13:36:39 GMT
Some of this is probably somewhere on the forum (feel free to insert links), but I would love to know some things.
1) Proper, sophisticated and subtle use of flags and the banner skill. What they are supposed to do and how it translates into actual practice.
2) Proper, sophisticated and subtle use of trenches, fences and bunkers - yes, the cheap generals lure you into buying them by having this as a skill, but their existence implies that those generals have those skills for a reason and there must be a proper way to use them. I accept that if you're running for princesses you probably don't want to waste time on this, but there must be positive aspects.
3) In practical terms, how powerful should an attack or defence item be before it is worthwhile to buy? (e.g. what about all these +1 or +2 items, +1 movement items, etc.)
4) A proper, detailed discussion of what all the various skills are, and which ones are actually useful in various circumstances (for choosing which generals to buy or not buy when the number of stars for a particular unit type is the same).
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Post by huykhoi2000 on Dec 6, 2016 14:55:50 GMT
1,4 are in topics before but i don't remember 3 if i remember correctly then the number of item is added directly to the basic number of the general unit. And to see how are they worth just calculate the number bf and after add the item. The formula is in the pinned topic. 2 actually i can't see these general useful. I never want to buy one so i don't know how much they reduce cost but it will never worth the medals. Moreover, only inf can build trench, etc. That means you spend an entire slot for an inf just running around and bulding things? If cav or art can build things maybe i will consider, but the fact that there should be one inf in yr group and i can't use it for a non-combat type general.
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Post by Jean-Luc Picard on Dec 6, 2016 14:58:57 GMT
2. Those generals are glitched. No deduction at all. Thus, useless general skill
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Post by pathdoc on Dec 6, 2016 16:00:46 GMT
2. Those generals are glitched. No deduction at all. Thus, useless general skill Well, then, that does change things a fair bit! It doesn't change the question substantially, though - input from those who use trenches, fences and bunkers to great effect is still welcome. If anything, it may be most useful in long medal-grinding games where you know you will be facing only one type of opposition. (Speaking of which, do you know if attacks from ships count as artillery, or are they something else?)
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Post by pathdoc on Dec 6, 2016 16:03:09 GMT
3 if i remember correctly then the number of item is added directly to the basic number of the general unit. Important to know; thank you. While I'm here, I should clarify - does a +1 movement item yield a full extra hex of movement? Worthwhile, if so; I'm having items like these thrown at me right now and they are tempting to buy if they increase my mobility by that much.
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Post by Farmer Doggo on Dec 6, 2016 19:14:55 GMT
Movement is based on 3 move points per plain tile (not forest or mountains, those are different for cavs) Its plus 1-2 movement points for the given unit (cav for example) depending on the item (horseshoes or such) Move stars are worth one move point.
Basically the tiles are by multiples of three, 3,6,9,12,15... If you get the geography skill or have a gen with the warhorse item, a units move points per tile will be set to three on all terrains(except for Sea tiles)
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Post by Jean-Luc Picard on Dec 6, 2016 19:27:30 GMT
More on trenches etc: They are a waste of money. It is more worthwhile to build a new unit than a trench
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