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Wargroove 2v2, Bob + SD

Figured id make a thread for our side of the 2v2 game.
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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I've set my leader as Tenri as a placeholder, but it looks like her groove charge speed is still "medium", so I'm not particularly enamored with her.  The most recent patch notes state that they "fixed" her groove; apparently it was inadvertently set to the "fast" speed, which is what I'd have hoped it would be. Still, random people elsewhere on the internet seem to rank her just below Nuru.


Emeric may also be a good pick, if his groove provides a defensive boost for allied units, which I would hope it does. Pairing another splash damage dealer with Ryota will be challenging, due to player order and kid and zombie woman COs having slower charge speeds.


Setting up kill chains for Sedge is going to be very tricky if the other team picks the CO with the healing ability, which CH currently has set.


Currently leaning toward some combination of Emeric, Tenri, Ryota, and Healing Woman.
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yeah, i dont rank her that high. Nuru is still the most OP commander IMO.. however, on this map it looks like we will be on opposite sides.. so maybe something that can hold its own/when its groove is up its scary to attack into? what about that bomb guy?
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Reply

Hmm, looking at the map, we won't be able to reinforce each other at all.  Goal should be for each of us to expand toward whichever of our opponents looks weakest, while holding the line against the other.  


Here's what we're dealing with (leaders are placeholders):  

[Image: AM1MgKd.jpg]


Assuming an equal distribution of property captures, that gives two barracks and an airport for each player, but only six towns.  I think we can expect to see a lot of spear and infantry spam, with cash being saved for air units.  Mountain placement means you can't get a cheap kill on an HQ with a ranged unit, although Tenri could warp a Dragon next to one to bring it to critical health.  


I would avoid Nuru here- partially because she's already been in the last two games, but more due to the likelihood that money will be too scarce to do much with her power that Valder couldn't do better.  


Leaders I'm leaning toward:

* Tenri, for being the most straightforward of the COs able to potentially set up a cheap HQ kill via rapid Dragon movement (Nuru and the dog being the others), and otherwise being able to pick off units whenever her power charges.  

* Vampire Woman, who can punish investment in Giants or Dragons on this cash-strapped map by murdering them outright.  Also her power charges surprisingly quickly.  

* Emeric, due to the land fronts being constrained by various choke-points, where his power is at its strongest.  

* Ryota or Zombie Woman, for being specialists in punishing unit spam.  

* Healing Woman, for heals.  


Leaders I'd suggest avoiding:

* Sedge, can't set up a killing combo if our armies are separated.  

* Greenfinger, just seems weak in general.  

* Bombs Kid, his groove is underwhelming if you can't combo it with an ally's damage.  

* Nuru, for reasons already mentioned.  


Leaders I'm ambivalent about:  

* Inspirational Dog

* Valder

* Anyone I forgot
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If we end up playing on this map, id say the vampire lady would be a great choice, easily taking out a dragon or giant.. would be great. otherwise.. Valder/dog wouldnt be the worst choices.
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Reply

Looking at the map again, I was thinking the player order would go Team 1 -> Team 2 -> Team 1 -> Team 2, but actually if players 1 & 4 are on a team then each side controls half the map, and can reinforce their partner in a pinch. Doesn't really change much though, especially since the player order is in question.
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Might look at another map that is more directly 2v2.. and just have to go with the "turn 0 advantage" its not like i havent had that against me before ;p
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Reply

For ease of reference, here's the map again:

[Image: m9zhbu1.jpg]



Thoughts on leaders? I've got mine currently set on Sigrid, aka Vampire Lady, but could easily be persuaded to change. Sigrid should be nice for popping a Giant or two (or, more likely, causing our opponents to play more cautiously with them and/or deploy them as bait), but she doesn't really combo with anyone.


For builds, I think infantry first is obvious, followed perhaps by a wagon. Having a pair of wagons each will enable us to rapidly shuttle slow-movers like spears from the starting barracks to the front, so that the forward barracks can focus on heavier units.
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ok, since we finally have a map.. it looks like there is alot of income potential, so im thinking that any kind of AE damaging commanders would be the best choice. It also looks like we start together, so maybe sedge+ ryota?

Im somewhat set on playing Ryota ( i can be persuaded tho ) But i think a good commander to go with him would be Sedge, bomb-kid, or zombie woman. With a plan of attack being spear spam, into giants, and follow with commanders at full groove to punish anyone that brings their own army to combat ours. Using witches to hex/provide air support and cleanup sounds like it could work well here. Ideal scenario being they spear spam as well, and a well placed hex or two, plus punching a hole in the defences-Ryota groove around, and sedge clean up? OR Bomb-kid blows a hole and then Ryota, OR Zombie lady slams a hole in the defences, and Ryota runs around smacking stuff. Overall, spear spam with select few trebs, while saving gold for massive giant production/dragon production.. and witches to counter any kind of mass air play? Thoughts?
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Reply

I should also add that this is going to be a fairly low-income map, so the CO calculus is similar to the one we were previously considering.
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