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
Unit trades for QR1
Re: Unit trades for QR1
well with all the changes in 1.8 who really knows anymore
Re: Unit trades for QR1
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
bre'unor suck and you should never ever get them under any circumstances.