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  1. #20
    Senior Member Senior Member Tomisama's Avatar
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    Default Re: Multiplayer game discussion

    Quote Originally Posted by Puzz3D
    They did separate out into a line later. The 281 kills is average for 4 WM if we say that each player on a 3 man team needs about 720 kills if they expect to win. A unit costing 1000 would need 80 kills to be cost effective, although that depends upon the monetary value of those kills.

    total kills / total cost = 720 / 9000 = 0.08 kills/cost on average
    I wish we had some actual counters to be able to better judge where we are numerically in the battle. Or would that be to much like pinball…lol

    But seriously, using the red/green bar indicator in a multi-partner game, is there any way to tell how well you might be doing against the needed kills to support your allies? Or is the representation just a vague, general indicator as I have always thought?

    Do you use it to judge anything, or just basically ignore it?

    Quote Originally Posted by Puzz3D
    A routed unit disengages immediately. The unit gets morale back when it leaves the vicinity (75 meters) of enemy units, and you can infuse +8 morale with the Rally key. The main problem with intentionally routing units is that friendly units get a morale penalty when in the vicinity (75 meters) of a routing unit. This can trigger a chain rout if you do it at the wrong time.
    Good to know. Thanks!

    And how big are the map squares in meters? And the ranges of our guns and arrows again, if you would be so kind?

    Alzheimer’s kicking in here
    Last edited by Tomisama; 10-10-2007 at 12:40.
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