Field of Glory 2 Move and Charge Tips

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  • Опубліковано 16 лис 2024

КОМЕНТАРІ • 4

  • @ComradeReptiloid
    @ComradeReptiloid 2 місяці тому

    Great video, but there are many more nuances not covered. Decent explanations for your average players tho.

    • @christopherwebber3804
      @christopherwebber3804  2 місяці тому

      Well I had to keep it short, I can do another about the nuances if there's somewhere I can look them up...

    • @ComradeReptiloid
      @ComradeReptiloid 2 місяці тому

      ​@@christopherwebber3804 Most of them concerned with chasing mechanics pathing and targeting, blocking squares to alter charge paths, indirect fallback blocks, threat map (game engine threat accessment) blocks before charging, sticking in lights to delay (prevent evade).
      E.g. if opponent faces diagonally you can block his fallback by projecting two yellow ZoCs from a single unit directly behind him. Another way is engaging opponent from the flanking square without starting at eligeable position for flanking bonus. Works like a charm every single time. Altho fallback gonna happen on their turn when they change their facing unless you physically block fallback square or engage them with another unit under 90+ degree angle.

    • @christopherwebber3804
      @christopherwebber3804  2 місяці тому

      @@ComradeReptiloid ooh, that all sounds very interesting, I would love to do a video showing all those moves but I'm only a "C" or "B" division player and I'm not sure about those. Yeah, I get the chasing mechanics wrong all the time, and find it really difficult to predict where a router or an evader will go (and sometimes it will just stay there anyway). Every time I try to block a fall back or evade, the enemy unit seems to find a way around it. I do appreciate how important it is to block a fallback, as that often results in disruption instead, as well as keeping your opponent engaged and liable to flanking.