Quote:
Darrel said:
One of the things I liked best about the mod was the Indie commander nerf. It makes your commanders now as valuable as mages, and makes it a challenage to move your troops around (somehting you have to plan out ahead of time.) Otherwise everyone will just use there castles to build mages, and use Indie commanders, which is boring. It is much more fun to lead troops with national commanders. Indie commanders would then be used for things like, castle building, scouting, suicide runs, fever fetish, and you can attach knights to a mounted commander if you want to delay hold and attack for more then two rounds. You can also put a whip of command on then and have them patrol. This nerf also vastly increases the use of items such as whip of command. The nerf increases the variety and amount of strategies that are usable. I was disappointed that nerf was removed.
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I liked a lot of aspects of it too, but it was not really removed, just toned down. The way it's set up in the current CB version, national commanders are still a 3-5 times better deal as far as direct gold cost for leadership. So hopefully it's a good balance between providing more options, and removing all the micro management created by powergamers trying to use piles of 10 leadership indies.