So close ... maybe if you would have avoided losing those three shoguns to the magnetic sat, then you would have won. The shoguns secondary ability + click on the open sea might have helped you to avoid the magnetic powers permanently.
This post has been edited by bubba: Dec 8 2008, 02:29 AM
Close. And people say Kirovs are useless. I can't help but think that Foxboxx could have won the game early though if he had used his ten or so Tengus to kill IAmRachel's harvesters at the beginning of the game when they were completely unprotected (all the Soviet tanks were the middle).
Once the Empire is forced off the land, then provided that there are ore nodes outside of Shogun range, the Soviet player must win. The versatile Empire units (Tengus, Striker/Choppers, Tsunamis) can only be built from land. Even though the powerhouse Soviet tanks (Apocs, Hammers) are restricted to land, the Soviet air force will win the day, unless the Empire has the resources to build a truckload of Seawings.
I really enjoyed watching the way in which the Soviet player gained the upper hand in the middle game, using Hammers, Bullfrogs and Teslas to close in on the Empire's HQ. IMHO a Soviet player is usually at a disadvantage here, given the power and versatility of the Tengus and Choppers (effectively two units for the price of one).
Anyway, those were the things that I learned. Nice game, thanks for sharing.
Close. And people say Kirovs are useless. I can't help but think that Foxboxx could have won the game early though if he had used his ten or so Tengus to kill IAmRachel's harvesters at the beginning of the game when they were completely unprotected (all the Soviet tanks were the middle).
Really difficult to Tengu harass on this map. I think he had Flak Troopers in the garrisons and walls on the other side.
QUOTE(bubba @ Yesterday, 20:28 PM)
So close ... maybe if you would have avoided losing those three shoguns to the magnetic sat, then you would have won. The shoguns secondary ability + click on the open sea might have helped you to avoid the magnetic powers permanently.
Magnetic Singularity has no warning flare or sound . I was caught completely off-guard by it.
This post has been edited by Foxboxx: Dec 8 2008, 12:09 PM
It was so rarely used in the Beta (first T2 on a line that no one used, then later moved to T5) that it was never raised before as a balance issue, which is probably why its one of the few powers that still lacks a warning.
A great match from both players, i'm happy to see people haven't forgotten about some of the big toys (kirov, wave force artillery etc).
Just a quick question which i've noticed about alot of empire players these days, why move the construction yard after building a PP & barracks? just can't wrap my head around it lol.
The very ending kind of dragged on for a while, but you can just fast forward through that . Anyone know a way to dodge Magnetic Singularity?