Hi, how to do better in this game? I felt the start was terrible, but somehow i was always able to keep it close, up to the point, when my 2nd ress slipped away (should have sent AA there...)
Afterwards it was just a delaytactic, trying to somehow grab a lucky cp.
sadly there were not enough ress piled for the hero, when the rec on south spotted those 4 units, and the incoming arty killed the rec (nor did i have an minorarty, which would have ended the game there most likely *g*) i guess moving the rec back and forth to get the lthero there next turn would be much better
Also i missed, that i have to stand still on a cp to cap it. Thus i moved around to avoid dmg to my almost dead inf capping there. I thought, if it is the same inf, at both turns, it gets capped. Obv not
and one last question: I also had an merc Art, but was not sure, if it is worth to bring on this map. On smaller maps, i would for sure, but here it felt hard to get it close in time, and the action is likely to be split, so it might a waste. So i decided for the MercHT, which is slightly faster and might mop up one side quickly. Even though i never used it. Mistake, i guess.
really last question. How do you rate this deck as a sealed deck? Someone seemed angry, when he lost to it before, but i felt, it was not a bad deck, but not that amazing either. Even though, to me it felt, its performance is also mapdependent, as the other game was on Lagoon, which seemed perfect.