Unit trades for QR1

General MWC related discussion stuff.
Arsenal
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Joined: 20 Feb 2013, 09:16
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Unit trades for QR1

Post 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

par73
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Joined: 15 Nov 2012, 15:33
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Re: Unit trades for QR1

Post by par73 »

well with all the changes in 1.8 who really knows anymore

punkUser
Posts: 1413
Joined: 16 Nov 2012, 23:13
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Re: Unit trades for QR1

Post 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.

Myrk
Posts: 496
Joined: 19 Nov 2012, 03:10
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Re: Unit trades for QR1

Post by Myrk »

bre'unor suck and you should never ever get them under any circumstances.

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