Thanx t00tie, some valid observations. The skills you (and I) choose are what we feel are best for our own situations, gameplay and advs we do, so there is no real right or wrong, but for me, the unstoppable charge was just as valid as another First Aid for me, and having 8m15s MG travel time when all my other gens are on 10m30s seemed a waste for my setups.
True, the extra 5 space on MG may have been useful, but I also find there are so many camps where every enemy gets to deal a blow before they die regardless, so the losses don't reduce with that little extra space and having harder hitting cannons and besiegers seemed to work for me. It's a 50/50 decision, but I made my choice so I have to stick with it
The argument for weak cav can be argued for, when you have the case of using cav so they finish off remaining troops in Round 2 before they get to hit you, and therefore also the strike in Round 1. I have plenty of setups where this is the case for SLT, and I'll endeavour to list my setups here at some point very soon, so you can compare with Evil's when he posts, and who knows, his may be better
One of the main setups I disagree with Evil over was the use of 1-up for MMAs. he went with Master Planner instead, but I ask: When does your MMA actually get used for a main full attack to gain the benefit of this vs suicide runs. Mostly suicide runs, so 1-up means more suicide runs, and whilst the argument was he couldn't find many uses for MMAs, you'll see in my SLT setups that for the four I currently have upgraded to 1-up, I make a good use of them.
As an idea, before I post setups, my typical loss on SLT is down to 125M, 842B, and approx 1445R, which I think isn't too shabby for an adv I now routinely complete in well under 1h.
Those 2/3 confident leader may make for better blocks and 'may' realise some new ones in the future, but to be fair, if a block is tight, just throw an extra 1R(BHG) to walk just in front of the block gen and an instant 10s is added to the time, without wasting books to do so, and compromising strike power for less time in a block. I'd prefer a heavier hitter all the time then slightly faster block times that 'may' be relevant on a few camps later. But reducing block times for attack gens is not necessarily a bad thing - ALL skills are a matter of personal choice and all (most) are equally valid.