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@knits12 I appreciate your poetic reference, it adds flavor. @Duckups is correct this has a great deal to do with war assignments in CoM and I just completed a post on this specific topic and just now reading this thread. Part of the solution is reduce the length of the war games and minimize the pain. Some clubs have incorporated an adaptation of the “run and hide“ strategy by simply doing just enough to stay in the game with all intentions of coming out at the last minute and bubble your team for the win...it still predominantly feeds off the boredom factor by wearing down a team’s patience...
Exactly, that's the new strategy. Although this war, like the last...oh I don't even know...Can't tell that the other team is even going to play at all. Looks like one might be rebuilding after war started over 12 hours ago.
I should have added: and than there is the "one item" at a time war stuff transfer...what is the point???? i'm so sick of trying to collect supply for quack, as required by com, by having someone put up one duck at a time...until i have 10 (or 9) . Than they shouldn't have war cards that need 5+ items of one thing...stupid, just stupid! I want to rip my hair out.
I miss jack pots from team mates (yeah, unfortunately, they throw first than announce) trying to assembly something to throw for my highest ranking war cards
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