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Too much luck. And don't tell me it's "strategy" when the enemy gets two turns in a row and a bunch of "master attacks" and kills half my army, then I get "weak attacks" and do nothing back.
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The goblin's gold campaign battle is WAY too difficult. I can never clear the primary objectives in 20 turns, let alone the 19 I really get.
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Omg wtf! I killed everyone on the last tutorial level thing and it won't let me conquer their cities????? BS!!!!!!!!!!!! WTF!!!!!!
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i agree with johnny this game is really boring its like rune scape walk hit hit hit win and the graphics are bad and attacks are so weak
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Sorry for the negative comment, it was only placed due to my lack of knowledge, and thank you to those who pointed out what i missed.
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alright Ive been playing this game now for about a week just to get a decent view for a comment..... I think that the criticals and super whatcha ma call em attacks are WAY overdone.... i just lost one level 8 elite dwarf to a major crit from a lvl 2 goblin bowman, and when the enemy doubled his turn, i lost my general to another goblin bowman. because of this, and that there are way to many games like this, i have to rate 3/5
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depends was it a critical, supercritical, or master attack? besides in a war not everything will go as planned as well. this is like kinda to emulate real life. oh and also sysy. u can upgrade ur guys too. its better to have 8 elite than to have like 10 weak guys. try to have as little death as possible. go on the offense as much as possible. use all ur spells as much as possible. the health button on a guy gives you upgrade points. about 3 archers, mage guy, 4 light infantry will suffice if they are all upgraded a lot. then you one hit a lot and reduce your own one hits. you need the mage, he can one shot from like across the entire battle field. its almost like an rpg. save ur guys, it takes time to upgrade them again and by that time they might be too weak to stand up against the continuing army. just my 2 cents.
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Good game overall. Thoughts on some aspects:
-- Damage range on attacks is a bit too variant. Makes it a little more luck of the draw and less strategy. Perhaps limit the variance in certain situation so people are aiming to attack in that manner.
--Allow some kind of defensive attack maneuvers or some kind of buff to nearby units. As is, defense rarely (if ever) makes sense and the heavy defense units are pointless. If their defense could be used to mitigate damage on nearby units, or allow regeneration or some such thing, it would be a bit more useful.
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Game does losses its apeal when nothign has been fixed and the programers want to say it's because you don't knwo how to play the game. Sorry but it just goes to show that as usual programmer think they know what people want. Funny thats what happend to the big 3 they did nto make what people wanted and now look they need a bail out.
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Don't defend, ever. You just waste a turn that you could have used for movement. Entrenchment doesn't seem to do a whole lot. I went Elves, and it was nice to have the magician general with a lot of long-range special abilities and the long-range standard attack. Upgrade every units' level as soon as you can, and max out the attack value and then melee defense. nothing else matters much. Then go for weapon upgrade, then armor. Don't use more than 10 units. Redo the level if one dies.
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Good game but it greatly favors offense. Use archers to pick off the entrenchment from a man in the city and then use catapults to blast him. Leave the city empty and the AI will do whatever it takes to put a unit in the city. That wastes one of his units' turns. Repeat. Use archers, they dont get counterattacked. Go after the enemy cavalry first, they cause a lot of damage. And kill off one unit before you start damaging another. If a unit is alive it has full killing potential.
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Ran out so am adding. I liek the game intresting and some thought has goen into it. Still it tends to be one sided.
Funny you can only enter where the game tells you but the enemy has troops waiting for you.
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Oh I understand the back attack. But what I am speacking of is that a read attack on a unit of 2 produced a 1 poin attack from me and a 250 point attack from then, SO it seams the rule of not able to turn and atttack only matter to the player the computer semas to do what it wants.
Mind you game is intresting but does require to much time moving about and scrolling to see what is going on. Even when I dug in units first Kaos attack managed to eliminat 4 of my 12 while he still had 35.
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Again why are the runs lopsided? in the first turn I get one attack they get 2 , next one attack again, they get two again, turn 3,one attacf, they get 2. I understand the game and think I understand what the programer is trying to do, But it is quite lopsided
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you shouldn'T take the number as the number of left units. It would be best to switch this number to be a hitpoint one. Less mistakable.
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@Dragon: because you can't fight with something while it is in your back ;).
And you are limited in your placement, because it is "where you arrive".
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Can't help but laugh, move in agaisnt a unit that only has 2 points hit for one and then they deffent for 250 full unite gone in one hit
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There seems to be a bug. If you activated the +4 movement thingy, and you activate another skill, the enlengthened way still shows up (but you aren'T able to move there anymore). If you now click on a field you aren't allowed to step on, the game freezes.
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Meh, too steep a learning curve. REALLY needs a better tutorial. You know, one that doesn't overload you with information you don't understand right away.
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it needs...
1. multiplayer
2. fix the attack you do 1, 1, 1, 30, 15 ,50, ect
3. make so you can pass without getting super lucky
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Still waitng for an anser.
Why can't you repoisition the direction for a unit after and attack.
Why are you limited in where you can place your units at the start of the game.