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Originally Posted by Fate
In particular the Dragon nation seems very weak. They are obviously billed for evocations and thugging, but that is much less effective when the standard units have AP and AN ranged weapons and many indies, even, have thuggish units. The one bright spot is their incredibly effective assassins.
Assassins in the mods are generaly much more powerful. Jomon and the Dragons both have thug-level assassins that should be able to take out most mages and their bodyguards until some serious research/kitting has been done.
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The assassins don't fare all that well in this mod--too many commanders are too powerful for them to take on.
Using the race in the regular game it's real strength is those assassins but I haven't been able to make those tactics work in 3k.
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Thug-level units are also surprisingly prevalent, especially among indies. In particular the Pirate Space Station (big pirate ship) is much more powerful than the rest of the pirate ships combined. I have often lost to this single ship multiple times, but had no trouble with the other pirate ships.
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And the Dragon assassins can't cope with these even though they munch any ordinary commander they encounter.