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
|