(April 24th, 2016, 20:13)Hesmyrr Wrote: and buff to naval units - which still is useless regardless. Pretty sure there's more worth mentioning but cannot remember.
Naval units were actually pretty good in DoR, if you could afford them. Cruisers could attack ships, making them mainstays of naval combat, Battleships could move and shoot on the same turn, and Aircraft Carriers were the only way of producing the hideously strong "Seaplane" units (which fired missiles that were effective against absolutely everything).
Submarines were still pretty bad though, IIRC.
My favorite new land unit was the Flare Tank. They were intended for use in FoW maps, but for 5,000 points they were excellent at offing infantry units & Recons.
(April 25th, 2016, 19:29)BRickAstley Wrote: Would just saying no duplicate COs be enough to combat that?
Oh, that's a good idea. Let's go with that.
Re: Grit, definitely agree with banning him. I probably should have banned him from the FFA game too, but I figured the 2-base + airport setup with multiple fronts would make his usual Inf+Arty deathblob harder to pull off.
From what I played of DoR, Flares didn't seem that great. Always felt that if you wanted a unit to beat up Recons and Infantry you were better off shelling out the extra 2000 for a Tank, unless you didn't have enough funds to build a Tank+units in other bases.
I was partial to the new Mid Tank - going from 16000 to 12000 helped their usability a lot, even if they were a little weaker than they used to be.
I just want to chime in and say I hope you guys do spoiler threads and at least one player takes the time to describe the game and their though process in general. I'm vaguely familiar with the Advanced Wars series but know nothing about specific strategies and mechanics, and while I'm sure there are videos and guides out there I'd be sure to closely read any 'RB quality' analysis of the game.
(April 25th, 2016, 22:13)sunrise089 Wrote: I just want to chime in and say I hope you guys do spoiler threads and at least one player takes the time to describe the game and their though process in general. I'm vaguely familiar with the Advanced Wars series but know nothing about specific strategies and mechanics, and while I'm sure there are videos and guides out there I'd be sure to closely read any 'RB quality' analysis of the game.
I honestly don't know how well we'll do, as apparently MP AW is much different than standard single player Campaign and War Room. In SP, you're focused on maximizing Speed/Power/Technique, then going for min-Days after that at the top level. In contrast, MP doesn't really exist outside of AWBW (and technically emulators/netplay, I guess), and it has different tactics (starting with infantry spam, in an effort to build from every base every turn. Look at my game with Fenn, for example:
We're getting near the end of the early game it looks like--in fact, I'm guessing there might be combat for the first time on Fenn's upcoming turn (pre-edit: there was! ). We've both expanded to our respective corners and have neatly divided the map, though in different ways:
* Fenn was more aggressive, building an early tank and prioritizing expanding to the reaches of map. As such, he's being rewarded by possibly getting an extra city (the neutral city by my HQ)
* I've been focusing on making sure I get my cities captured efficiently as possible, so I have a city count lead for at least a couple turns, as well as the tower (which I needed to prioritize as Javier)
Anyway, I've got a turn to play, so if you have any more questions, just ask, and I'm sure we'll try to answer with our limited knowledge--or just join a game!
Edit: Anyone who knows the AWBW interface better than I do, can I move a unit, check combat percentages, then cancel the move if I think better of it? The interface makes me worry about it, but it's possible I'd like to know
(April 25th, 2016, 22:10)Bobchillingworth Wrote: Colin, Sensi & Hachi, sure. I don't know if Grit's so bad on a map where tanks can actually reach his ranged units.
Edit- Oh, I see what you mean. Apparently the strategy would be to spam infantry (cheap, disposable) as a meatshield, and slowly push forward.
(April 25th, 2016, 23:28)Cheater Hater Wrote: Edit: Anyone who knows the AWBW interface better than I do, can I move a unit, check combat percentages, then cancel the move if I think better of it? The interface makes me worry about it, but it's possible I'd like to know
You can't cancel a move but there is a handy damage calculator linked to on the bottom left.
(April 25th, 2016, 22:10)Bobchillingworth Wrote: Colin, Sensi & Hachi, sure. I don't know if Grit's so bad on a map where tanks can actually reach his ranged units.
Grit with Battleships?
Battleships are an interesting quandary--they're great (especially with 7 range, when they outrange everything), but are expensive for a reason, and require a lot of setup (especially on a map with air units).
However, Grit's broken mainly since his artillery are just so much better than the average CO's tanks (especially since they're cheaper), and you can guard them with the hundreds of infantry you pump out in the early game.
Speaking of hundreds of infantry, another AWBW question (in addition to the one from my last post): does the 50 unit limit still apply?
Edit: I know the damage calculator's there, but it just seems like a hassle--I guess I'll deal with it though, or just hope my memory of percentages still apply
Finally, with the first interesting turn in the books, some spoiler talk--obviously Fenn stay out of here until postgame:
I know my last move looks really bad, as I'm going to lose my first battle copter to Fenn's anti-air, and I couldn't even kill his copter in the process (and I'm probably going to lose an infantry or two as well). The key is that I am trading it for something: lots of pressure in the SW. My T-copter and black boat brought a lot of infantry in the area, and while Fenn has four major units that can pressure it (the damaged B-copter, the new B-copter, an AA and a tank) while I only have Infantry and a Recon, every unit diverted means I get more control of the center. Granted, I still have to deal with the NE, in particular the tank--that's where the new B-copter and tank are obviously headed, but I don't think I'm in a bad position right now, since I'm winning economically at least in the short term, and the early tower helps a lot.