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January 7th, 2010, 12:48 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Nations under CBM 1.6
Could reduce enc on the blacksteels but increase resource cost even more. That would make the units distinct.
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January 10th, 2010, 12:13 PM
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General
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Join Date: Sep 2003
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Re: Nations under CBM 1.6
How fares MA Man in CBM 1.6?- In vanilla it is weak, has that improved?
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January 10th, 2010, 05:32 PM
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Second Lieutenant
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Re: Nations under CBM 1.6
Quote:
Originally Posted by WraithLord
How fares MA Man in CBM 1.6?- In vanilla it is weak, has that improved?
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In CBM 1.6 they just got Wardens/Warden Lords recruit-everywhere, so they have a really stepped up stealth-raiding force. You still can't trust ever getting a Crone with E2 or W2, but the chances are way better than in vanilla.
It's hard to tell if they're still weak, though.
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January 11th, 2010, 01:47 AM
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Second Lieutenant
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Re: Nations under CBM 1.6
Quote:
Originally Posted by WraithLord
How fares MA Man in CBM 1.6?- In vanilla it is weak, has that improved?
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I would say they are certainly still one of the weaker nations in the game. Certainly recruit-everywhere wardens helps, but it's not quite enough.
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January 11th, 2010, 08:53 PM
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Join Date: Sep 2004
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Re: Nations under CBM 1.6
Quote:
Originally Posted by WraithLord
How fares MA Man in CBM 1.6?- In vanilla it is weak, has that improved?
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I'm playing them now in Utopia under 1.6, but it's not really a good game to judge them on, since money and resources are set to 250%.
They seem fine to me, though with perhaps less flavor, but when you can recruit 30 Knights of Avalon in one turn, it's kind of hard to judge what they would be like in a normal game 
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I occasionally post something useful.
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January 10th, 2010, 04:26 PM
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Major
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Re: Nations under CBM 1.6
Quote:
Originally Posted by Sombre
Could reduce enc on the blacksteels but increase resource cost even more. That would make the units distinct.
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Agree. It seems like a logical way to do it.
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