Re: Changes to Magic Route
not entirel;y sure how to use quoting system so i wont even try so bare with me on this
"Indeed I have - check my profile."
i asked if you had "Played" the route not been teh route and with what you said i would guess you have not really played the route jsut used hte route and tried stuff out and yet to find something that works for you.
"Witches rarely live to fire on second tick if you get hit by someone with a large number of TL's (which lets face it, will almost always be the case, people aren't going to find you for a fair fight). Sirens are great against TL's, but if you build any decent number of sirens you eat up stupid amounts of score. They are extremely fragile and get hurt quite badly even by terrors - god forbid you get hit by vamps. This route can maybe put up a fight against someone, but it needs to sacrifice so much to do so, that it becomes a sitting duck for any other route. I don't get where you thought that a vamp hit will take losses - they kill sirens 2:1 easily, sorcs 1:1 no problem and dragons 0.75:1 ish. They also have gargoyles to mop up any dragons which lived - and both of these units fire before anything of yours fires that is lethal."
You dont need many witches, and with golems and Sorcs/Dragosn as cover your witches survive fine unless ofc you mass witches which is just pointless and stupid in my eyes. and your ratios on Vamps against Sirens as a route a well off. im using Vamps this round and ive hit maybe 1 or 2 Sorc route users and ive beat em but your Ratios of Vamps killing any unit from teh magic route is off, ive massed vamps this round and i barely get above 1:1 against any unit in the Magic route and Witches survive against Vamps easily and do some serious damage to them with help from teh Sirens.
"Sirens dont actually stop the SA firing at your other lethals, which WILL hurt you badly. Your telling me you mass sirens and didnt get frenzied incomings from bribers / robo / mil / prot? Come on, massing sirens may be an option in the top ally, but anywhere else and it will cost you and / or your ally heavily. You are talking totally artifically here."
Yeah sirens dont stop SA's from firing but SA's dont do anywhere near enoguh AR damage to hurt any unit in the Magic route and the only unit it does plough through is witches and you only have a few of them and they are pretty much covered by the AR of all teh other units in the route so im not sure where you you go the whole SA's "hurt you badly" idea from. when i was Sirens route a few rounds back i had like twice as many Sirens as i did sorcs and Dragons and i PLOUGED through SA players who were PURE sa's and barely took any damage from teh ammount of AR i had covering them and the fact SA's get 2:1 against Sirens and cost more then Sirens.
"Quite contradictory to what you said above? No, you cant realistically mass one unit - agreed. But all the units in the route are too specialised or too costly. Witches kill TL's and sting thugs - but only if you can middle tick. Sirens block TL's nicely, but they cost alot and you need so many of them, that the route becomes stupidly pathetic against a plethora of other routes, not to mention the ease at which sirens die to anything."
I'll give you that 1 i should have explained wot i meant by "massing Sirens" by massing i mean having a good 2 times the ammount of your second lethal of Chioce which for me is normally dragons with a few sorcs and witches and golems for Cover on middle. and you dont need many Sirens to block TL's, as i said, they get 1:2 against TL's possibly more, im not sure on how much they get now EXP has been gone and ive not used em for a while but when i had em they did like 1:4 with about 30% EXP. and once again i will say, Sirens dont die easily. they dont have much but with other units in yoru route set up Sirens dont really get hit much.
Say...having half yoru lethals as Sirens and then the other half spread between wot other units you need, will pretty much hold its own against any route bar robo's ofc and even then if there is not a stupidly high ammount of PA's you could probably scare em off anyway with your dragons and Sorcs as they do a fair ammount of AR damage.
"I listed them. All of those routes can easily kill a magic route when attacking - it can be easier or harder depending on setup, but its always a convincing smackdown."
yeah im still unsure as to what routes your on about here :s
Mil has RPG's Strikers and Rangers. RPG's get slaughtered with close to any ratio you use. Strikers get destroyed by sorcs and Dragons with ease, please dont question it ive done it hundreds of times in W1 and in PW's and in the old forusm if you have a look at PW section there is a thread or 2 that even state how much damage Dragosn do against striker/apache(i think it was martin who said it both times aswell, im not sure). Ranger if massed beat Magic route but you will take a few loses first tick and if you send a bit of flak through the Sorcs will pretty much leave the Rangers alone and Dragons dont do enoguh damage on there own to slaughter Rangers but will do some nice damage, but on middle tick the Magic route just get slaughtered.
Robo - well yeah they RIPE through the route but shields with no Tyrants actually is an almost even fight as there is no PA's to go at the Sirens and Sorcs and no Tyrants to mop up wots left. but other than that its all a 1 way fight.
Prot - Tl's get get destroyed as they have no Jeeps or anything to help cover from Sirens and dragons and sorcs will jsut tear through em. PoM's fighting against dragons is pointless as nearly all teh dragons will fire nad PoM's dont do enoguh damage to stop Golems from flaking other Let's like Sorcs. wont mention Extremists cause in a 1 on 1 fight on all 3 ticks its all over after hte first tick tbh.
Thug - got Attack dogs very good HP cover but you would need ot buy a fair ammount of them to let enoguh TL's to fire to make a whole in a Magic route that it would cost you too much. Jeeps are very good but again you do need a fair few of them to flak your TL's and the dragons and Sorc's AR damage is quite good so again its going to cost you alot to flak em but it is possible to give a Magic route player a roasting with em. thief route i wont bother mentioning cause all you can really do is mass Tl's and Terr's and hooligans and Sirens tear through hte TL's and Terr's and sending flak to maybe roughly cover half the ammount of Terr's there is pretty much wstes most of The Terr's fire power on the Sirens and with all teh AR you would have against them Terr's wont do **** against your Sirens.
So - well 1 of them is mainly defensive so thats pretty much pointless hitting sirens. Puppets wont do anything as your Sirens will stop em all and the sorcs and dragons will have a field day with em expecially for the cost of puppets. SA's dont do enough AR damage, as i said above, to beat magic route as a whole.
"Rangers are the one route i could actually attack with this route and beat them convincingly. Sirens / dragons and sorcs all mean that rangers are a perfect kill target. Dragons kill rangers quite cost effectively. Robos, as you rightly said, just grind you into the dirt, which I have no problem with. Every route needs a nemesis, but this one has too many."
yeah i dont believe that tbh, unless ofc you are attackign at like 40-50% of your value then yes you would probably plough through Rangers but someone about 75%+ of your value massing rangers and your pretty much screwed as soon as that middle tick comes about.
i stick by wot i said, having shed loads of Sirens will pretty much beat any route you fight against thats between 30-100% of your value but ofc fighting someone stronger than you will be a bit harder but can pretty much hold its own against most routes roughly 120-130% of you.