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Unit trades for QR1

Posted: 13 Jun 2013, 02:27
by Arsenal
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

Re: Unit trades for QR1

Posted: 13 Jun 2013, 02:31
by par73
well with all the changes in 1.8 who really knows anymore

Re: Unit trades for QR1

Posted: 13 Jun 2013, 04:15
by punkUser
Other than the myrk bug (which is now fixed), there are basically no gameplay changes in 1.8. Strategies and trades should be unaffected.

Re: Unit trades for QR1

Posted: 13 Jun 2013, 05:36
by Myrk
bre'unor suck and you should never ever get them under any circumstances.