Nice game, your right I think about the rangers, in fact in this game they really didn't do that much. Although, really you won the game when you killed that tac, it's bloody hard to come back from that.
Funny how you constantly mention rangers being OP but never banshees which in my view got a non needed buff and are way to affective especially in SM Eldar match ups.
Sorry Eldar dominate SM ...two rangers and Banshee counter the entire SM army....early game SM can start winning but as soon as a Ranger hits ....its GG unless the Eldar player makes a mistake.... SM against Eldar is a joke atm...
Eldar go: Banshees> Power node> Shee upgrade> Gene > Rangers > Tier 2 > Falcon > GG against SM
ASM needs Melee buff and energy buff...They cant stand up to Banshees and Rangers are cheaper and do a ton of damage to them...
P.S I like peanut Butter and chocolate...
This post has been edited by scuzball666: Oct 17 2009, 05:00 AM
Great cast man, enjoyed it. I agree with what you've said about 1.8 - from what I've seen it looks like the game is vastly improved. I admit, I've not exactly been around for awhile (lost interest honestly, and have been moving), but I had to reinstall for this patch and check it out. The ranger issue seems to be, to me, exactly what you said - an advantage but far from game breaking. We'll see who's right as time passes I am sure.
Again, fun cast and I thought it was a good game. Keep it up!
I forgot to add that it was a really good cast.... Rangers against SM are game breaking...but the game is stepping in the right direction which makes me smile and i'll play Eldar until they fix SM
Well so for the Rest, i guess the Problem with Rangers doesn't come with just one Squad, even if one squad of Rangers is enough to deny scouts any caping on open maps. Two Rangers will put big preassure on asms and especially tacs, since they can't compete in melee with shees when they come at them with 2/3 health, especially with doom.
Also hit & run on the rangers is damn effective, you should try just to cloak rangers and then FoF away from ASMs to just open fire again when they are away again and the ASMs don't know where to search, since scouts can't be this far behind the front.
Like this they don't loose more then one squad member, maybe none at all, in addition you can use them right away to shoot. If the ASMs chase again just use KS to drop 1/3 of their hp again.
This post has been edited by Rathiel: Oct 19 2009, 14:52 PM
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