Qm said
"As for 'rush-breaker' units in general, they are basically the same thing as rush units- almost exclusively big tramplers or bless units. If there is something that needs to be fixed here, it's that such a small subsection of units can utterly dominate the early game."
A very good point. As most nations have the ability to implement some type of strategy if they can survive an early rush. But how can you achieve that to which QM alludes?
After some thought, here are 2 possible solutions:
1. Limit the max bless of any unit to 9/4. While some units will still be very very good at 9/4, at least they will not have the benefit of the second "9" bless.
2. Tramplers- eliminate the morale boost of combining tramplers with high morale troops. Cap the trampler's morale
at 8, and do not allow it to be buffed. Make trampling the double edged sword it is intended to be.
In many games I see Elephants fight to the very end, their morale buffed by being combined with some slow moving but high morale infantry, all of which are alive.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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