Improvement Needed: The Campaign mode AI doesn't do research well. It immediately goes for two Grenadier upgrades, followed by "Bird in the Hand" for Hunters, but it doesn't research higher tier stuff: No air units on the map, no naval units save Transports, most notably, it never researched Anti-air turrets or any air units, despite my use of the Dragon and air units.

Improvement Needed: We really need to have an idea of what the map will look like before we place cards. I might not bother playing a Juggernaut or Transport card if I'm on a map with NO WATER or the one with those two large lakes occupying half the map, but by the time I see the map there's no way to take it back. We really shouldn't be allowed to place naval cards on the Mountain Lake map which has no shipyards.


Bug: I was unable to get my Grenadiers, warlocks and Devastators to fire on my own Transports, the game just made a "bzzt" sound. Hunters and Armours, when specifically ordered to attack my own transports (as in, I clicked the attack button and then the transport, I didn't just right-click) interpreted that as an order to board the Transport. If the only way to free up supply is to destroy my own units, well, I need to be able to destroy my own units! This was in a Skirmish with AI set to none.

Big Bug!: When a transport dies with units onboard, your supply amount only decreases by the supply amount of the Transport (10), it doesn't count the units onboard! That means that those dead units onboard the transport are still occupying supply!


Originally Posted by Grinsevent
- Yes, "in game" in my mind meant 'in RTS mode'. I agree, you may encounter something hard to counter, but is it impossible to counter ? I don't think so. For exemple, aerial forces may be destroyed by bazooka, same for Juggernauts.

Beginning with 2 juggernauts and some Imps Buster in it may be a high advantage though, I admit, but research of comps is "not as useful as it may be"... You have to adapt to a clothing enemy ? This means clothing is worth something (and, if you can research unclock at sight, it may become useless pretty eartly.

I mean, you know which technologies have been developped by your opponent.

- for the gold mine giving you 20 gold/turn ... I see your point, but I'm not sure it's relevant : you could produce 2.5 Juggernauts / turn in your capital, + the units you need, plenty enough don't you think ?


The game has two distinct strategy game parts, so it's important to be clear which you mean. smile

Aside: I had thought that Juggernauts can be hard to counter - that's why I rushed to them in my last Campaign mode - but Grenadiers work pretty well against them in practice - even on the Imp Busters. You need at least two bombs to be launched at once, the first one is just the distraction to absorb all the attacks, letting the second one slip through.

You don't always know what technologies have been developed by your opponent, just what you can see on the strategy map and from mousing over units in RTS mode.

Yes, you could always build in your capital, but that could be a long way from where you need the units, and the other spot could be closer. That's the difference between losing a country or two.

Last edited by Stabbey; 30/06/13 02:27 PM. Reason: need to see map before placing cards