![]() ![]() Keeping a low deck count(so that your hand will always have the card you want to buff) will enable him to clear the game without any problem.īuilder is second because his upgrade let you build thing in safer location. General is first because his leader skill scale without any requirement. Some diving fishmen might be trouble but putting a few sacrificial units at the wall should buy enough time.I rank Merchant as 3rd because if you got Mining card, you can do the same thing. Let the wave gather at the wall then trigger Cannon Barrage on them with the stock cards. Get some Box or whatever easy to use stock cards. Some of the most consistent ways I've tried to win is to not have an actual army. Coupled with the population nerf past update, it's unlikely to build an army large enough (or rebuild it fast enough) to defend against swarms. They are pretty much meat shield flavor A, meat shield flavor B. Wharf is pretty much a trap card.Īrmy units feels terrible across all leaders (except General, and maybe Builder). An early Keep is game winning, so is a Lighthouse. It more efficient, as long as you have stock. They cost roughly the same, while Immigration takes 3 pop to run, it also gives you 66% return, vs Breed's 50%. I don't agree on the Immigration vs Breed. Tulip is pretty much the only good economy card (for now, Junk might be good?) Pillage based economy is pretty much screwed without the notoriety reducing cards or Arrest. Pillage went from a great starter card to worse Grain. Navigator has terrible early game economy. The ship cards are no better than being a dead card most of the time. The card pool is so large that it's a miracle to get anything useful out of it. I agree on the 'Use other leader card' part. The cards that scales with stock don't get unlocked until much later, so most games are going to feel like a limiting factor than an actual ability. Stock mechanic is fine/meh, just feels terrible early game, especially if you didn't get offered Restock or leader ability upgrade early on. I'm really haveing a hard time figureing out how to work it and the new cards don't help. Then your lack luster army need to be large to work, which stock gets in the way of, and a lot of your cards hurt your pop count giveing you less rats to work with. ![]() You want a big hand so your hero power can hit more stock cards, but a lot of cards lower your hand limit. Its alot of moveing parts that don't move well together. ![]() So you have to get your stock engine going before immigration will work. Immigration is a 60 second 3 labor card that gives 2 pop and requires stock. Breed is a 60 second 2 labor card that gives +1 rat. A great exsample is breed vs immigration. Every card is a worse version of another card. And their last machanic is hand manipulation but the downside of each card is larger then its upside. You can get cards from other comanders, but with no synergy. The stock machanic would be cool if the units that had it were strong, but they are average at best. The navigator seems to get weaker cards and you need to get other leaders cards to be strong. The old quests were super OP, but the new mechanics are almost more of a hurdle. I feel like it went from being the strongest to the weakest leader with the new patch. ![]()
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