Quote Originally Posted by Slayerviper View Post
you don't need to chain a t/m into oblivion, just enough that they need to start attacking and forcing them to release so they can't do any more damage or receiving on off hits from chained attackers. Or you know just chain them from top to mid range so they can't ever be UB for the war and generate any sort of econ or protected acres.

Must be nice to be in a KD that can LL that much, to be honest I haven't seen the many runes around in a long time (personally I think FB and NM is a far better use of runes but I probably don't know this game very well).
use your people to take runes and save them up(20% towers kd wide helps...and run production is up next age anyway). if the enemy is chaining your t/m you dont leave them completely solo to recover, help them semi survive Also semi chaining a bunch of t/m into the mid tier is a TERRIBLE option they will evetually become unbreakable it just takes longer and in the mean time u supercharger their tpa/wpa. my kd has OFTEN run feary rogues on just low enough def to tempt kds to do that. fearies job then all war is prop/retrain/ll. if i can keep 20% of your kd busy with a t/m' i dont care about i gain a massive advantage.

Massacres dont exactly slow down a feary you semi chained. When u take a 7 raw to a 12 raw then what mass down to 5 raw with 6-7 hits? thats gonna stop a feary from proping an undead/orc whose grown 30%? doubtful.



Quote Originally Posted by Slayerviper View Post
I'm assuming you play in growth KD's (FYI small % of people play here and these changes effect the entire population not just the elites). I think the most effective wave I've been apart of is taking down 3 attackers heavily on an opening wave (not common to do all war) If a KD is comprised of only a few t/m yes 3 for 1 is fair because once the other KD has no more t/m's they have no way to achieve any NW anchors and ability to control the top. We can throw out scenarios all day to suit our arguments do you want to ride the carousel with me for the rest of the day?
my kd is a war kd we're currently #15 in land and have basically hovered in the 10-20 size all age...we sit in that size MOST ages. Last age we ran orc warrior +elf heretic and took down 5-6 attackers opening wave every war...we'd of taken more but with every person in the kd 5 taping if orc and 4 taping if elf we simply didnt have enough generals to take down more people. And your right trading 3 for 1 is reasonable your right if you only have 3-4 t/m's than taking them out is smart. But thats kinda the point if you want a pure t/m size them so they cant be taken out, or mix in hybrids that become a priority. The obvious direction the devs are going is that having 6-7 100% safe t/m's in each kd and then a bunch of attacker that barely matter isnt the right direction. If you want someone in your kd like below...well let me address that

Quote Originally Posted by Deathlyric View Post
I ran 13 RTPA (Most of the wars, sometimes more)
5-6 RWPA
Rogues and HA have lower Def then FA mate, + i really need high RTPA to break the enemy FA's ;)
This
Quote Originally Posted by Quacky-T View Post
So, after devoting 19 PPA (Sometimes more) to non-military roles, you complain that you cannot defend your land ?
If your sole job is to break enemy t/m's AND have enough wpa to protect yourself than you should easily be double-tapable by attackers. Rogues in my kd ran 3-4 wpa and 7 tpa and filled their roll exactly as needed since we didnt go for pure t/m' oping. They mind you were able to stay single tap-able AND run enough offense that if/when chained they had offspecs to act as chain finishers.

If you want a t/m on 13 raw tpa and 5 raw wpa ANd u want them 100% safe from attackers whats the point if having attackers. you goal was to op enemy t/m's you run the risk of geting hit. otherwise if you can be safe whats to stop me from *****ing that i need 18 raw tpa to op you AND i also wanna be safe from attackers?