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  #41  
Old September 8th, 2008, 10:40 PM
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Lingchih Lingchih is offline
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Default Re: Turtlers and Rushers?

I used to be a turtler, but now I am a rusher. I generally now take a pretender that can rush even if the army cannot. I will still turtle after the early rush is over. I just find it makes for a much more interesting game. And, if I am outclassed, it gets me out of the game early.
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  #42  
Old September 8th, 2008, 11:11 PM

Dragar Dragar is offline
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Default Re: Turtlers and Rushers?

yep, better to lose quickly than slowly!
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  #43  
Old September 8th, 2008, 11:52 PM
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Default Re: Turtlers and Rushers?

"Knowing yourself and your enemy won't help that much if you're outnumbered 10:1 and fighting with sticks n stones against guns."

Go tell that to the Ewoks
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You've sailed off the edge of the map--here there be badgers!
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  #44  
Old September 9th, 2008, 12:10 AM

Digress Digress is offline
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Default Re: Turtlers and Rushers?

Quote:
Originally Posted by HoneyBadger View Post
Go tell that to the Ewoks
So that's your next mod effort then, HB ?
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  #45  
Old September 9th, 2008, 12:38 AM
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Default Re: Turtlers and Rushers?

How did you guess?
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  #46  
Old September 9th, 2008, 02:27 PM

Aezeal Aezeal is offline
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Default Re: Turtlers and Rushers?

Ewoks as indies for dom 3000... make it so
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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