
February 12th, 2004, 12:16 PM
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Corporal
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Join Date: Jan 2004
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Re: ULM AAR, "An Happy Planet"
Quote:
Originally posted by Graeme Dice:
Independents 9 also makes assasins more useful than normal, as commanders don't become harder to kill with higher levels of independents.
They dont come harder but they are usually more of them and with bodyguards. At indies 6, 7 an abyssian assassin with a fire sword , carefully set on the battlefield will won against nearly any commander. At 9, if they can have 4 to 5 heavy inf as bodyguard so you need to carefully equip your assassin thus losing time to do so.
6 is a good number that makes it risky to send out your pretender alone, but doesn't make one necessary for expansion on turn 2.
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6 and even 7 is not enough, Man's White bull set with some of his troup by example will still go to hunt at turn 1.
Anyway I dont think there is a good setting for independants just by playing by number ( except perhaps that anything under 6 is too small ), having the abilities to set a Independants Difficulty could have been nice, guess I will start using Gandalf Parker's randomizator next map.
Also I went to higu indies because I fear not to meet Ai soon enough to be interesting. It seems I was wrong *read next post*
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