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here be strategy

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Date Editor Before After
6/18/2019 8:37:52 PMAUrankSmokeDragon before revert after revert
6/18/2019 8:20:45 PMAUrankSmokeDragon before revert after revert
6/18/2019 2:18:09 PMAUrankSmokeDragon before revert after revert
6/18/2019 2:16:59 PMAUrankSmokeDragon before revert after revert
6/18/2019 2:14:25 PMAUrankSmokeDragon before revert after revert
Before After
1 odds and ends: 1 odds and ends:
2 \n 2 \n
3 ultimatum have trouble killing krows 3 ultimatum and widow have trouble killing krows
4 \n 4 \n
5 outlaws on 'off' mode will still attack if in range but can be cloaked 5 outlaws on 'off' mode will still attack if in range but can be cloaked
6 \n 6 \n
7 raised ogre is godly more effective vs raiders/chix as its projectile loves going downwards 7 raised ogre is godly more effective vs raiders/chix as its projectile loves going downwards
8 giving it much better range and hit chances 8 giving it much better range and hit chances
9 \n 9 \n
10 merlins do almost double single target damage at close range due to no spread 10 merlins do almost double single target damage at close range due to no spread
11 \n 11 \n
12 combat teleport.. globe can be placed before transporting the djini (dejinn ~ teleporter) troops can be tasked to guard the globe.. 12 combat teleport.. globe can be placed before transporting the djini (dejinn ~ teleporter) troops can be tasked to guard the globe..
13 and on transport death the teleporter will survive the fall and instantly re-link with globe.. the guarding units will teleport 13 and on transport death the teleporter will survive the fall and instantly re-link with globe.. the guarding units will teleport
14 and a factory can be set to guard the globe 14 and a factory can be set to guard the globe