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[Spoilers] Bob Doesn't Have the Foggiest Idea

Other players, begone! I compel you, away!


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Here's the unfogged map, for reference (mostly my own):

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Situation after my first turn's moves:

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Note that, while mirrored, players 1 & 2 have different starting areas than 3 & 4. I expect that each player will produce a Wagon on their first turn, and by T3 have captured a forward operating base next close to an opponent. In my case, I'll be heading toward CH.


This map has a lot of production facilities, and a slightly higher than average number of income-producing properties; I expect that massed Spear armies will be common for at least the early to mid game to take advantage of having as many builds as possible each turn, but the large number of defensively terrible rivers and roads means that they may eventually be obsoleted as the stronger armies accumulate Trebs, which will be able to one-shot them. There are only two Towers, which are sure to be tightly contested properties.
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The Competition:


Superdeath as Koji




Superdeath is quite good at this game (not that any of us are bad), and has an undefeated record.  He has historically favored building expensive, high-end units whenever possible, and tends to play very aggressively.  

I believe Koji is generally regarded as the weakest CO in the game, and SD likely picked him in search of a challenge.  His power charges slowly, does a disappointingly low amount of damage, and does nothing to increase his own survivability.  On the plus side, he uses the same stomping sound effect when moving as the Giant unit, which I guess could provide some slight advantage later on in this FoW match.  


Cheater Hater as Sigrid




Cheater Hater is a cunning and dangerous foe, who had a tendency to be overly aggressive with his CO.  Sigrid will only encourage such behavior, but also means he's more likely to make it work to his advantage.  I'm very fond of her as a leader, mostly because her dialogue in her "Arcade Mode" mini-campaign is hilarious, but also because she's one of the few COs whose power is effective without ever having to use it, forcing your opponent to play around it as long as its active.  


scooter as Sedge




I think scooter has been let down in the past by his tendency to overbuild Knights, by which I mean building Knights at all.  Not that Knights are a worthless unit by any means, but they're specialists in Wargroove; it's easy to think of them as being equivalent to the basic Tank unit from the Advance Wars series, something you want to produce regularly as a front-line combat troop, but going by price they're more like MD Tanks.  It's just too easy to cost-effectively kill them with just about anything that can hit them, which means they really ought to be produced sparingly as crit assassins.  

Sedge is an interesting leader; his power takes ages to charge, but once it does he can potentially use it to wrack up a game-long kill streak.  It does a flat 35% damage with no counter attack, and restores itself and Sedge's movement if he gets a kill.  Having it active means that no unit can safely enter Sedge's range at 35% or less health, or else he'll be able to kill it and run back into the fog.  I was tempted to pick him for my CO, but I kind of suspect he'll prove to be underwhelming... after all, even Spears can reliably kill most units who only have a third of their health left.  


Bobchillingworth as Emeric




Went with Protoss Teal to fit the crystals theme... anyway, Emeric seemed like a natural choice for a map where large sections of the map offer no or negative defensive bonuses.  While I'm not going to produce a horde of them, I'll also try to pump out a number of Mages to take advantage of his power offering them crits for up to five turns, within a fairly large area.  As I noted in a prior thread, Mage crits are devastating to anything they can hit short of a Giant.  Mages are highly vulnerable to Archers, so I'll have to be prepared for my opponents to produce them as a counter.  

My favorite units are Wagons and Aeronauts, my least are Knights and Archers, but I'll obviously build whatever works.  I probably fall somewhere between SD / CH and scooter on the scale of aggression, and prize being able to rapidly re-position my forces.  Tenri is my favorite leader, for that reason, but I wanted to pick someone new here.
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Two questions:

Does the HQ structure give gold?

And, do the left/right spots have one additional village versus top/bottom? To me looks like 6 vs 5...
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#1- Yes

#2- There isn't a clear division of who should capture what, but I think there's about equal numbers of properties everyone can theoretically grab. P3 and P4 do have more convenient expansion sites, but also suffer from being behind in turn order (and therefore the landgrab), so it hopefully about works out.
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