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 Post subject: mercenaires
PostPosted: Mon Apr 12, 2010 1:30 pm 
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Posts: 107
twink madness. especially combined with Airlift. super cheap instant army at enemy HQ. Serious issues here.


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 Post subject: Re: mercenaires
PostPosted: Mon Apr 12, 2010 3:08 pm 
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Posts: 564
Yes, we've made some adjustments today following last night's tourney. Airlift 3 and Merc Heavy Tank cards are now more expensive, and we added +50 HP to headquarters.


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 Post subject: Re: mercenaires
PostPosted: Mon Apr 12, 2010 3:24 pm 
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Really??? It was not OverPower whatsoever...
Weaknesses:
1. AA
2. Artilery (both major and minor)
3. rebuilding the forces, or whatever the base-healing card is

it was simply a strategy that took advantage of what most decks will lack, then play off that weakness..

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 Post subject: Re: mercenaires
PostPosted: Mon Apr 12, 2010 3:50 pm 

Joined: Mon Apr 12, 2010 11:18 am
Posts: 34
i agree i didnt see this one coming?? I think its a low blow move to attack town center with merc tanks... haha. Good strat tho but definitely cheesy


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 Post subject: Re: mercenaires
PostPosted: Mon Apr 12, 2010 4:23 pm 
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One more tweak coming to rectify this a bit.. Heavy Tanks will do 2 less damage against buildings per shot in the next build. This is an interesting strategy, and we want to make sure it's viable but still able to defeat with competent defenses.

Bubbles, you're right, Construction Crew will render this tactic useless, but that's an Ultra Rare and even then you rarely see it being used. We need a smart player to be able to defend against this without Construction Crew.


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 Post subject: Re: mercenaires
PostPosted: Mon Apr 12, 2010 4:31 pm 
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well, i strongly disagree with this change, but theres a reason youre the founder and I'm not *shrug*.....

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 Post subject: Re: mercenaires
PostPosted: Mon Apr 12, 2010 4:40 pm 
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I don't think making heavy tanks do less damage to buildings was the answer. Just make mercs not able to be air lifted.

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 Post subject: Re: mercenaires
PostPosted: Mon Apr 12, 2010 5:05 pm 
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Xlom, we don't want to nerf Airlift just yet because it would cripple other strats in an effort to stop this one. We'll try some tweaks first and keep an eye on it.


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 Post subject: Re: mercenaires
PostPosted: Mon Apr 12, 2010 6:48 pm 
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suggestion...only one merc of each type (and no more than 2 total) can be in play by any player at any time.


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 Post subject: Re: mercenaires
PostPosted: Mon Apr 12, 2010 7:07 pm 
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or....reduce their lifespan to 3 turns.


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