Posts: 15,235
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Joined: Apr 2007
(April 8th, 2019, 19:05)superdeath Wrote: Im still curious why they didnt employ the wagon movements that we did. Scooter could have been running troops around with CH wagons.
This has been sort of touched on in other discussions, but we didn't nearly understand what we were missing out on until you put your mages in them, and it clicked. We underused wagons in general, but the turn order bonus of wagons never clicked even though we did unknowingly take advantage of it a few times.
(April 8th, 2019, 21:21)Bobchillingworth Wrote: For Scooter, he needs more Mages. There's a reason his CO is the King Wizard of Wargroove or whatever, it's the game trying to remind you that a power that gives his units +3 defense in a large radius is also giving his Mages a crit bonus in said radius. Crit Mages hit very hard, enough to one-shot over half the units in the game and do serious damage to everything else; even Giants lose over a third of their health on average. The lousy Mage defenses don't matter so much when they're being bolstered by 30% and whatever they attack won't be in shape to hit back hard on the counter. He built a second Mage last turn, despite my still having only a single air unit, so perhaps he's come to a belated realization... may be too late to matter, though.
Yep, totally agree with all of this. Another thing I realized too late. Overall, once you got your Groove online, I was totally stuck with how to play around it. It's a terrifying power because you really don't need to even use it to benefit from it - being forced to play around it constantly ruined so many plans I had.