Number of units
#1 Guest_KOC Alex_*
Posted 02 September 2006 - 09:32 AM
#2
Posted 02 September 2006 - 12:11 PM
Of course, the Elves won't be able to have as many units on the field as Rohan or Gondor, because their units take up much more of the CP count:
- Sentinel from Woody End: 3 CP
- Mirkwood Scouts: 15 CP
- Spearmen of the Havens: 20 CP
- Riders of Rivendell: 20 CP
- Amroth's Knights: 20 CP
- Galadhrim Warriors: 25 CP
Edited by Celeglin, 02 September 2006 - 12:14 PM.
#3
Posted 02 September 2006 - 08:30 PM
#8 Guest_Lunarwolf_*
Posted 18 September 2006 - 04:25 AM
#10
Posted 07 October 2006 - 06:17 PM
Unless you can make that if you use the summon power again the old ones disappear
OR
just make it so recharge time= time before they disappear
Edit: 20th post!
Edited by Elvenlord, 07 October 2006 - 06:19 PM.
#12
Posted 07 October 2006 - 11:17 PM
Edited by Elvenlord, 07 October 2006 - 11:24 PM.
#13
Posted 31 October 2006 - 11:02 PM
Sentinel From Woody End: 2 CP (5 SfWE don't have the same power as a batt MS)
Mirkwood Scouts: 15 CP (out their health down)
Amroth's Knights: 20 CP (make them slower as the RoR)
Spearmen of the Heavens: 20 CP (leave them as they are)
Galadhrim Warriors: 25 CP (leave them as they are)
Riders of Rivendell: 25 CP (make them a bit faster than AK; a bit more health)
We didn't do anything wrong in our lifes! We are still alive, that's all that matters.
- Feanîmriel -
#14
Posted 01 November 2006 - 12:42 AM
This, I think I can deal with.Sentinel From Woody End: 2 CP (5 SfWE don't have the same power as a batt MS)
Their health and armour is already incredibly low. If they one-on-one against just about any other unit in the game, they'll lose. The trick with the Scouts is using them strategically, rather than relying on them holding their own.Mirkwood Scouts: 15 CP (out their health down)
They are already a good deal slower than RoR. They're actually the slowest cavalry batt in the game.Amroth's Knights: 20 CP (make them slower as the RoR)
As I already said, they're already faster than AK (they're the fastest battalion in the game). They're also supposed to be the "ying" to the Knight's "yang". Riders of Rivendell are faster and deal more weapon damage, but lack armour and trample damage. This makes them great as hit and runner's (and more... strategically so than the Rohirrim, as the RoR are better at attacking than trampling). Amroth's Knights are slow and don't do as much weapon damage as the RoR, but they have higher armour and and very good trample damage. This makes them quite useful as defensive cavalry (which is rather unique to the game) as well as good at covering retreats.Riders of Rivendell: 25 CP (make them a bit faster than AK; a bit more health)
The thing about the cavalry is that I want the two units to be as balanced as possible. I want it to be a strategic choice as to whether you chose the Riders or the Knights, not simply a matter of choosing the "stronger" unit.
#15
Posted 01 November 2006 - 03:34 AM
#16
Posted 01 November 2006 - 10:49 AM
YOurs does actually make a lot of sense, but i rely on putting SfWE CP's to 2
hehe
We didn't do anything wrong in our lifes! We are still alive, that's all that matters.
- Feanîmriel -
#17
Posted 01 November 2006 - 10:55 AM
#18
Posted 01 November 2006 - 10:58 AM
Riders should not exist.
they make it more difficult and are killed too easily
suggestion: just stop building riders
We didn't do anything wrong in our lifes! We are still alive, that's all that matters.
- Feanîmriel -
#19
Posted 01 November 2006 - 12:34 PM
100TH POST!!!!!!!!!!!!!!!!!
Edited by Elvenlord, 01 November 2006 - 12:35 PM.
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