Reply to Thread
Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 30

Thread: MG: 2maintanace+3garrison vs 3maintenance+2garrison.

  1. #11
    Architect of the Empire
    Join Date
    Jun 2013
    Posts
    973
    World
    Sandycove
    Hard to give advice on one general in isolation, without too much play style information but based on your last post I'd say drop 2 points from juggernaut, how many times does your MG fight more than a round or two. My own play style dictates maintenance is a waste also based on fact I'm running YWC, VLT, SLT and evil Queens the most, I'm finding I'm using MM over Besiegers for the majority of attacks on elite adventures and losing a few extra recruits on ft adventures isn't exactly a crisis.

    Camps that take multiple attacks probably benefit more from confident leader, put it on enough generals you can fit another one into the attack if your blocking.

    Maybe consider picking up the extra xp skill or mercenary recruit skill or both. I went with the xp skill it's enough xp that it worthwhile to me. the accuracy skill means all my elites hit for atleast full minimum damage so it seems best unless you need sc.

    Lastly I'd never follow one set of guides usually I use a mishmash of all available then do my own, you can sometimes even find novelty posts like the guy who does the last camp on a YWC without losing elites.
    Last edited by Bluesavanah; 31.05.17 at 02:43.

  2. #12
    Quartermaster EasyTarget1's Avatar
    Join Date
    Oct 2016
    Location
    UK
    Posts
    267
    World
    Northisle
    Done some testing using wiki guide numbers for 1st t, 2nd t, 3rd t and ToW. It is surprising how little difference using any of the codex skills on the MG does. Yes Unstoppable charge is useless, sure I saw it save MS in a few sims but not on any tested today. So now I'm thinking maybe 1 lvl in Garrison Annex for the extra MM is all thats needed. Most of the time the MG is used fighting the bosses and the amount of rounds cannot be changed with a few extra this and that so why bother.

    More XP, more mercenaries and rapid fire so it can be used as part of a multi wave kill.

    Have fun!

  3. #13
    Dedicated Scribe sparkz's Avatar
    Join Date
    Nov 2011
    Location
    Poland / Finland
    Posts
    490
    World
    Newfoundland
    Quote Originally Posted by The_Sarmatian View Post
    Unstoppable charge utterly useless. MM (=100dmg) have splash ability already. Also MG is not VAR.
    MM have splash, knights dont.

    3/3 in charge leaves you with knights being pseudo-MM type of units that have enough HP to protect your besiegers from Attacks Weakest type of units, as well as splash alone giving you a huge damage increase against those units (since they usually had somewhere around 30-50HP, splash alone is like 30+% damage increase on average).

    Situational, but not to be underestimated.

    Also, mercenary skill giving recruits when you already transition to arabian knights adventures makes as much sense to me as hoarding fish when you can make steaks. And will make even less sense in future when we can expect the number of epic ads will even increase.

  4. #14
    Quartermaster EasyTarget1's Avatar
    Join Date
    Oct 2016
    Location
    UK
    Posts
    267
    World
    Northisle
    Compromise



    Seems good in both ali and ft.
    Have fun!

  5. #15
    Ruler of the Land TheVictorious's Avatar
    Join Date
    May 2012
    Posts
    1,078
    World
    Sandycove
    once you enter elite are, why you care about normal troops, they always cheap to train and fast, what I mean here, some skills make sense for lower level, but the higher level does not make sense at all.

    if you entered the elite troops' area that you use most of the times, then normal troops become minor.

    Why I do care about saving some Recruits! if I can save more MS when I do a real specialist, the middle solution is a big waste for me.
    Hello People

  6. #16
    Quartermaster EasyTarget1's Avatar
    Join Date
    Oct 2016
    Location
    UK
    Posts
    267
    World
    Northisle
    Are you talking with me?

    If so I am talking about elites mainly, normal troops are a bonus but saving MS is the highest priority.
    Have fun!

  7. #17
    Architect of the Empire
    Join Date
    Jun 2013
    Posts
    973
    World
    Sandycove
    Quote Originally Posted by sparkz View Post

    Also, mercenary skill giving recruits when you already transition to arabian knights adventures makes as much sense to me as hoarding fish when you can make steaks. And will make even less sense in future when we can expect the number of epic ads will even increase.
    Personally still sacrificing recruits in Ali adventures so how does the skill make no sense and do you leave your normal barracks empty ? that also makes no sense.

  8. #18
    Dedicated Scribe sparkz's Avatar
    Join Date
    Nov 2011
    Location
    Poland / Finland
    Posts
    490
    World
    Newfoundland
    Quote Originally Posted by Bluesavanah View Post
    Personally still sacrificing recruits in Ali adventures so how does the skill make no sense and do you leave your normal barracks empty ? that also makes no sense.
    If you are capable of making a couple thousands of recruits every day in regular barracks, then the miniscule effect you get from the skill makes no sense to me, considering the limitation on the books you can spend.

  9. #19
    Jolly Advisor
    Join Date
    Aug 2012
    Posts
    180
    World
    Newfoundland
    I agree. There is some sense moving 2 skill-books from juggernaut to fast learner. It gets more xp. It can be even huge this way. On other hand lv3 juggernaut is like having almost +1 MM in every fight.

    My personal situation on bronze sword production is: 3 ecm -> 8 c-smelters -> 8 bronze sword smiths. All of my barracks are also lv6. Hostile takeover skill gives only recruits so... This is not a skill for my MG.

  10. #20
    Jolly Advisor
    Join Date
    Aug 2012
    Posts
    180
    World
    Newfoundland
    OK.
    I gave it some consideration and I went finally for evilj skills on my MG, though I will never do evilj guides. EVER. I did it for the same reason I picked lv3 jog. Not to have lesser losses, more xp, but to faster get it over with. Plus none was making overwhelming arguments about putting skillbooks into maintenance... It doesn't seem to be much useful skill.

Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Ubisoft uses cookies to ensure that you get the best experience on our websites. By continuing to use this site you agree to accept these cookies. More info on our privacy.