Unit trades for QR1
Posted: 13 Jun 2013, 02:27
Hey. I was hoping some of you could give me some advice on UT for QR1 maps.
On A Grave Reason to Swim (2x light), are bre'Unor worth it? Normally I would say no, but on this map I think they might offer some good utility. There are some interesting chokes where their kiting/melee ability might work in their favor, especially with ghasts. They are reasonably fast too, so playing captures on this map looks like they might be at least a bit beneficial for maybe one player to have a pack of them. I was thinking maybe 6-10 of them.
On Mockingbird - Cardinal Sins (dark), are skeletons worth it? I see them as slightly better thrall who wouldn't have much purpose on a KOTH map. I'm thinking about 15-20 of them for basic arty support.
Thoughts? Thanks
On A Grave Reason to Swim (2x light), are bre'Unor worth it? Normally I would say no, but on this map I think they might offer some good utility. There are some interesting chokes where their kiting/melee ability might work in their favor, especially with ghasts. They are reasonably fast too, so playing captures on this map looks like they might be at least a bit beneficial for maybe one player to have a pack of them. I was thinking maybe 6-10 of them.
On Mockingbird - Cardinal Sins (dark), are skeletons worth it? I see them as slightly better thrall who wouldn't have much purpose on a KOTH map. I'm thinking about 15-20 of them for basic arty support.
Thoughts? Thanks