Forum Discussion
8 years ago
"CG_Kozispoon;c-1346741" wrote:
UPDATE 11/15
I've appended the original Megapost in order to address player feedback and questions. Apologies if I did not address your particular query, but hopefully this will illuminate some points as we all excitedly await the launch of Territory Wars.
The dominant strategy will be to set all CLS squads on defense
While putting your best squads on defense is one way to go, there are some shortcomings with that strategy to consider:
- Players attacking a squad can choose a squad that has a strategic advantage over the defensive squad (for example Night Sisters have proven to be strong against CLS squads)
- The attacking player has a clear strategic advantage over an AI controlled defensive squad
- A Guild earns the most banners by conquering a territory, so setting strong defenses is smart to mitigate the other Guild conquering your territories, however, if all your best squads are put on defense then your guild will be unlikely to defeat any of the opponent Territories. Given the advantage players have on offense, this is a risky strategy.
I don't know, hopefully you'll get real info from the beta test. I agree with the NS statement, I've taken down my node 12 CLS boss squad with them - but, also, not really farm-able and while Mother Talzzzin might be my Queen, it's not likely any guild is going to have a % comparison to CLS. And as other's came after me and mentioned, it'll be CLS/counter, sure, but also Kenobi/Zariss. On offense these squads can fight once, and die. On defense they have a chance at fighting multiple times.
There was a genius person above who said something about giving territories bonuses for a full team of a specific faction, or a team of all support, all tanks, or whatever.
Maybe giving Kenobi and CLS a bonus on attack is even better. Let them hack through the ranks - one shot each. At least we won't have to then fight an army of Clone Luke Skywalkerzzz or General Klone-obi's and his sidekick, Barrizz O'Clone.
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