Nice commentary guys, thanks! My notes on the games: - I think both games, but especially game 2, if they have a serious archer adv, it’s necessary to spread out much wider so we can’t kill the infantry and chase the archers as easily. With the better baktrian cav they could easily kill isolated units trying to chase archers, but because they were in a very tight formation, we could chase with a large force since everything is concentrated, which means the archers can never shoot and the cav gets tied down by many inf + cav support. - dogs are a bit ridiculous in the mod, like they take 0 skill to use because even if they get semi- blocked (in both games Ulda countered them as well as u can expect by getting a charge), only a few dogs can just do ridiculous things and kill so many models so quickly. Either they need to be more susceptible to blocking (as they are in vanilla, idk what the difference stat-wise is but dogs don’t kill any infantry in vanilla so they’re easy to block, plus less models means they are also easier to block cuz a greater % of the unit dies to eg. Cav charge) - rush is op I mean this is the strat we used every game and I don’t think teams playing a balanced approach played it particularly well (as per my first post), but hopefully the rule changes proposed will bring back some equity here Ggs to all the teams and glad we could pull off the win in the end :)
Rush isn't really op but in team games it works since the most important part is to get all the players having the same idea and execution. Similarly to other games calling to rush is a simple tactic that gets all the players noses facing the same direction making communication and collaboration easier while tactics such as skirmishing requires more teamplay, coördination and communication.
MOD players clump up more because of the Gen abilitys. they are pretty good to use that way. but ur tactics worked pretty good to counter that. its something to think about for sure. The new rules could make u get more missles units for player 2. Then u wont get that many spears on the field. It will make it a little bit harder to rush. But then again, i think u just played very well together following up cav charges with infantry and spears and helping out after with back charges. Personally i like the dogs. it brings something exciting and u never know if they are gonna do well or gonna suck. Maybe less models like in vanilla is the better choice. Rome has war pigs in the mod aswell. very fun ^^
Thank you Marcus for this fine broadcast, and GG to Hamulda, who overcame the mod community through the fine power of analysis ^^
@@julienguenegou7306 my pleasure and well played. Just great team play and use of tactics. Enjoined whatching u Guys play.
Nice commentary guys, thanks!
My notes on the games:
- I think both games, but especially game 2, if they have a serious archer adv, it’s necessary to spread out much wider so we can’t kill the infantry and chase the archers as easily. With the better baktrian cav they could easily kill isolated units trying to chase archers, but because they were in a very tight formation, we could chase with a large force since everything is concentrated, which means the archers can never shoot and the cav gets tied down by many inf + cav support.
- dogs are a bit ridiculous in the mod, like they take 0 skill to use because even if they get semi- blocked (in both games Ulda countered them as well as u can expect by getting a charge), only a few dogs can just do ridiculous things and kill so many models so quickly. Either they need to be more susceptible to blocking (as they are in vanilla, idk what the difference stat-wise is but dogs don’t kill any infantry in vanilla so they’re easy to block, plus less models means they are also easier to block cuz a greater % of the unit dies to eg. Cav charge)
- rush is op I mean this is the strat we used every game and I don’t think teams playing a balanced approach played it particularly well (as per my first post), but hopefully the rule changes proposed will bring back some equity here
Ggs to all the teams and glad we could pull off the win in the end :)
Rush isn't really op but in team games it works since the most important part is to get all the players having the same idea and execution. Similarly to other games calling to rush is a simple tactic that gets all the players noses facing the same direction making communication and collaboration easier while tactics such as skirmishing requires more teamplay, coördination and communication.
@@GBrothersP its simply a better option on the current rules is my point ig
MOD players clump up more because of the Gen abilitys. they are pretty good to use that way. but ur tactics worked pretty good to counter that. its something to think about for sure.
The new rules could make u get more missles units for player 2. Then u wont get that many spears on the field. It will make it a little bit harder to rush. But then again, i think u just played very well together following up cav charges with infantry and spears and helping out after with back charges.
Personally i like the dogs. it brings something exciting and u never know if they are gonna do well or gonna suck. Maybe less models like in vanilla is the better choice. Rome has war pigs in the mod aswell. very fun ^^