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Anonymous /vst/2067595#2070480
6/18/2025, 9:10:55 PM
>>2069441
Because the maps and mechanics are shallow attempts to represent battles, giving an eternal eagle eye view and no difficulties of command and control
With 20 unit limits, there's very little "strategic" thinking because any unit not committed to battle is a unit not earning their keep; fatigue is a laughable debuff and there's no need to hold reserves.
Trying to stage a "trap" is just not using units, because there's no problem with cohesion of massive infantry blobs or friendly fire from ranged units
Units rearrange on a fucking dime and so there's no problem if a gigantic spider suddenly pops out of the woods because 120 men engaged in a battle on 3 sides can just pull out to use their "anti-giant" bonus to kill it (except for cavalry, who will get stuck and refuse to disengage when trying to cycle charge)
there is no reason for a "light" unit when "heavy" is tankier and deals more damage. You can't block a chokepoint in the map because, besides rivers, units have no problem sprinting up a 45° hill. Rough terrain like trees barely obscure units and LoS is laughable--Age of Empires' 1 fog of war hides more information about the enemy. You can't use units of lesser quality more efficiently to turn the tide of battle becauss the numerical stars don't work like that, focusing on the bigger numbers than actual battlefield conditions and mechanics
Lose a bunch of soldiers? Your critical and elite vanguard? No worries, sit in place the tiny, isolated village you just conquered, they'll replenish for free, regardless of distance from where they can be recruited. Meanwhile, the AI will cheat out another full stack of t4 units next turn as if you didn't just spend 10 minutes (the longest nuTW battle) wiping out another 20 t4 units.
How exciting, no wonder autoresolve is better than actually playing the "game" because there's no strategic value in playing the game. Even the Warhammer tabletop has kept it balanced and fun