How about to actually save this tourney we stop arguing over stupid rules/guns and just concentrate on actually playing on rules that people actually prefer to play on?
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How about to actually save this tourney we stop arguing over stupid rules/guns and just concentrate on actually playing on rules that people actually prefer to play on?
Yes.Quote:
Originally Posted by AggonyDuck
Shambles I'd appreciate it if you didn't throw around words like "immature".
Also, Yuuki knows this stuff far better than you. Let's get back on the topic of preferred rules for playing.
Hi,
4 max, no ashi @ 7000 Koku, v1.02.
Attack and defend on a selected map, tie-break, if required, on Ironing Board.
Lets keep it simple.
i concur with Kans on 4 max , koku and the maps.... however i do believe personally that most units can be abused in some way and therefore i feel ashigaru should not be excluded...(not that i use them often, once in a blue moon maybe)
however for the sake of simplicity we all have to bite the bullet sooner or later and i'm prepared to go with whatever the tourny organisers decide upon...
How about an 8-max rule with 10,000 koku? I can stop an 8 unit yari or ashigaru rush. I find it fun to chase them when they rout. :2thumbsup:
The earliest WE patch made the game move faster. The patch made the unseen part of the battle map not use up the memory. Or that's how I remembered it.
Unfortunately, new patches created other problems in army balances, and made people leave the community. I remember taking a while to adjust to new strategies whenever a new patch appeared.
You can't go with 8 max and 10k because 8 musk + 8 YA are practically impossible to beat. The player doesn't rush. He just kills your whole army with his guns set behind the spears. A single 60 man musket can kill 180 men or more in v1.02.Quote:
Originally Posted by Shaka_Khan
Even with a 4 unit max and no ashi, if you win the shootout with 120 muskets left (equivalent of two 60 man units), you've won the battle. You can achieve this with 4 musk vs 4 musk by 30 seconds of unreturned fire (about 4 volleys) into the enemy's muskets. That will kill about 10 men or so in each enemy musket unit. The enemy muskets will go down quickly once they fall behind by that much in firepower because the difference in firepower will keep increasing as the shootout progresses. The enemy will then be forced to rush into muskets that were increased in power expressly to prevent rushes.
It was unnecessary to increase musket power just to stop rushes because fatigue works against a rusher anyway, so you can beat a rush just by maneuvering and coordinating your units better than the rusher. I did it many times in STW v1.12 which had weak guns. I still preferred to attack in STW v1.12 despite the fatigue disadvantage because, although not the best, I was fairly good at coordinating 16 units.