21.09.2012 - 02:56
Iron fist is great at small maps, but when the game require large armies to move far distances, iron fist lack the power to utilize the militia to create walls. I suggest removing the mov penalty from militia or atleast grant it +1 mov. The ability to create walls with militia are important for this strategy to become popular and successful at bigger maps.
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21.09.2012 - 06:00
i agree also +1 range for all units i like iron fist strategy but never play,so i make small map scenario balkan war to can use iron fist
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21.09.2012 - 06:34
Yeah i would say +1 range for subs and +2 range for transports both air and land.
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21.09.2012 - 10:03
I'd only remove the excess nerf on the transports it received.
---- Afterwind Summer 1v1 Tournament Final Victory With music and annotation Afterwind Autumn/Winter 2v2 Tournament Final Victory Only music this time
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21.09.2012 - 11:13
---- "Whenever death may surprise us, let it be welcome if our battle cry has reached even one receptive ear and another hand reaches out to take up our arms".
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21.09.2012 - 12:32
Ya pls buff it makes glorious vaglneer return 10x more glorious
---- I was banned for your sins VAGlJESUS ["I love me some KFC"]
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24.09.2012 - 13:20
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07.03.2013 - 21:25
Thanks for removing the nerf on the transport. However, I would still want to move my militia out of the cities. It will cost me 3 units just to wall each important cities, or if i don't want to wall them, i run the risk of a surprise attack, or a fast attack.
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08.03.2013 - 00:29
The transport nerf is still not completely removed. -3 to both transports and sea transports are still in place. Remove those so it's only -2 like all the rest of the Iron Fist units. And the movement for militia is ok as it is. Sure you may not expect surprise attacks, but they don't expect you to be so well defended anyway. Also with the General Range upgrade you can give your militia +1 range and wall with militia still. So it's fine as it is.
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10.01.2014 - 15:28
Nah militia need's at least 1+ range it happened to me that i have 20 militia but i can't attack
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10.01.2014 - 16:08
I think giving militia +1 movement range would be great for the strategy. Militia should have just a LITTLE movement. Huzzah!
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10.01.2014 - 19:02
I agree with this. Same concept as them still costing 10 in imperialist except this would be a boost rather than nerf.
---- "In atWar you either die a hero or live long enough to ally fag and gang bang some poor bastards." ~Goblin "In this game, everyone is hated." ~Xenosapien
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11.01.2014 - 03:08
If i remember militia at imperialist had 0 cost but when it was nerfed now they cost 10.
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12.01.2014 - 07:18
I dislike the suggestion as the no movement for miltia is one of the characteristics of IF and IF is already playable on biggermaps as long as you play it right.
---- [pr] Commando Eagle: duel? [pr] Commando Eagle: i have to regain back the lost elos and gain extra as punishment for rush
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26.05.2014 - 13:48
I think militias with 1 range would be fine. At least you could wall then.
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Death1812 تم حذف الحساب |
26.05.2014 - 14:24 Death1812 تم حذف الحساب
or a +1 miltia range upgrade!!
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29.05.2014 - 19:45
Support this can satifies me, MOre upgrade. WIll make Gw a bit better
---- Hi
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09.06.2014 - 13:15
Einverstanden miiliz bedürfnisse plus eine reihe !!!
---- Deutsch überwältigt
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