more gens means more suicide waves can be used to cut down on ur losses. As several addy need 5 or more BHG grim makes up the numbers and cuts down on the gems u need to spend to buy more BHG. Also if u do a big addy that needs thousands of troops u need more gens to get the troops there faster cutting down on having to keep sending gens back and forth to get more troops. Maybe not so useful for high lvl players but the low lvl players need special gens to help them as most cant afford to buy gems and get the anterians MMA and so on.
what snow and zacar said, except... dw about the MoD's snow, only use i've found for them is to start YWC 15 minutes sooner and they only work on 1st 2 blocks so u have to send norms anyway!
MODs (and sometimes also BHGs) work as sufficient blockers also: in sector 1 in 1st Thief (double block), sectors 1-3 in 3rd Thief, 2 initial sectors of SLT.
And from seasonal adv.: all 5 blocks in Outlaws (middle and right part) are MOD-safe, not checked on left side (I don't block it anymore); SE - first two leaders also MOD blocks, DB can be done with only MODs (4 blocks from land zone, sectors 1-4, if you use Bronze Horseshoe
i have to follow guides, probz on account of being totally thick and having no understanding of the battle system whatsoever. they have some catching up to do with blocking gens i guess
Ozzy, the very first camp from lz, in DB (100 + 100) has only 3 seconds margin on a MOD block (if main fight 1 round), so not for everyone and 2nd camp is even worse. With Horseshoes, it becomes ca. 10 seconds margin for both blocks.
As a clarification, I meant with skilled generals, I know that before skills you could kill leader 2 in 1 round, but I do it in 2 (as the optimal solution), so, yes, camp before leader 2 can be blocked with MOD without Horseshoes. All those skills etc. - too many variables
Last edited by Kris3457; 07.11.17 at 15:18.