1 |
Deckard - It's not early-game rushes I'm concerned about, at least not specifically. It's more of the general slippery-slope nature of the game, which can factor into play well beyond the early-rush stage.
|
1 |
Deckard - It's not early-game rushes I'm concerned about, at least not specifically. It's more of the general slippery-slope nature of the game, which can factor into play well beyond the early-rush stage.
|
2 |
\n
|
2 |
\n
|
3 |
The slippery slope tends to give one side or another an advantage that can't be overcome. If both sides are evenly matched and neither one makes any mistakes, then that point may not come until late in the game. But even between even sides a small mistake early on could decide the game.
|
3 |
The slippery slope tends to give one side or another an advantage that can't be overcome. If both sides are evenly matched and neither one makes any mistakes, then that point may not come until late in the game. But even between even sides a small mistake early on could decide the game.
|
4 |
\n
|
4 |
\n
|
5 |
That's not necessarily a problem. That's still a perfectly fine game. But it also means it's a [i]short[/i] game, and I'm specifically looking for ways to ensure that games [i]aren't[/i] short.
|
5 |
That's not necessarily a problem. That's still a perfectly fine game. But it also means it's a [i]short[/i] game, and I'm specifically looking for ways to ensure that games [i]aren't[/i] short.
|
6 |
\n
|
6 |
\n
|
|
|
7 |
Edit: Also, I'm looking for games where you [i]don't[/i] feel safe in your base. I like the basic ZK philosophy of unrelenting aggression being the way to win. I just want that aggression to last long enough to involve massive armies of heavy and ultra-heavy units.
|
|
|
8 |
\n
|