![]() Beyond that point it's too dangerous to use in case your opponent takes out your real troops. I'd agree that 1 or 2 in a well set up defense can be useful, if your in lower ages (IA to say HMA) it can be even better to have up to 4 (given their speed compared to units of that age). Now more directly on the usefulness of rogues in defense. ![]() I understand that this info isn't from the dev team but hopefully it is satisfactory. Now the argument stands "what if you were to watch that over 200 troops? what if you were just lucky and had an Alcatraz spawning units with low odds?" but I doubt that such an obvious "bias" wouldn't reveal itself across 60 troops. As you can see not what we'd expect if Alcatraz was counting slots, very close to what we'd expect from the "number of barracks" theory (as I had 2 IndA barracks to 1 champ and 1 rogue meaning a rough 1:1 IndA:Special unit output). After 12 days (60 troops approximately) I see an additional 27 IndA troops leaving 33 (approximately) troops split between Rogues and Champs. This means that with a Alcatraz producing 5 units per day I should be seeing almost no increase in my champs and a sharp increase in my IndA units (in approximately 60 troops I'd expect about 50 or more IndA troops). Working off the slots theory I should be seeing unit spawns averaging out to 8 IndA units, 2 Rogues and 1 Champ. I acknowledge Keizaal Dovah Kriid had a similar setup and found a slight bias towards Rogues (1:1.8 Champs:Rogues) but it is expected that different people will view slightly different results.Īdditionally I've recently (12 days ago) added two IndA barracks (different unit types though), each with 4 slots. Looking at my Army Management I have a roughly even number of both Rogues and Champions (which lines up with the "only buildings matter not slots" theory), if Alcatraz counted open slots in it's chances I should be able to see clearly twice as many Rogues than Champs. It's purely speculation, I don't know how the AI behaves while defending.įor a long time (a month or so with daily Alcatraz collections) the only military buildings I had were a Champion's retreat (1 slot open) and a Rogue Hideout (2 slots open) along with my Alcatraz. If the opponent attack the Rogues, there will be more stronger units to keep defending. If the AI does that, in the third round, if the opponent advanced again in the second to get to the tanks and didn't fire the Rogues, they can cause serious damage and the tanks can finish easily. If the AI realizes there are Rogues in the team, it could pull back the tanks in the battlefield allowing the Rogues to advance some more. The opponent now would attack with 6 units and would be able to destroy 2 of the three tanks. In the second turn, the Rogues may have already move something like 6-8 hex slots depending on terrain conditions and the tanks COULD finish with two of opponents. And the 4 tanks, in the worst scenario, will be reduced to 3 (2 with full health and one with 2/3). If tanks threaten less than Champions, the Champions will go down first (without critical hits, 4 rounds) and provide the Chivalry bonus. Considering a stupid set of movements where all tanks and Champions advance all hex slots they can in the first round even if they can't have a first hit. Click to expand.But I'm not saying a defensive army full of Rogues, only one or two, just in case you need to deploy two strong defensive armies but you have only 12 good units.Ĭonsider this scenario: 4 Assault Tanks, 2 Champions and 2 Rogues in the same team.
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