6 cons musk vs petards
- alistairpeter
- Dragoon
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6 cons musk vs petards
When is it a good idea to ship the retards rather than 6 musketeers as the British consulate?
Re: 6 cons musk vs petards
basic rule I go after: send them to tc/strategic buildings while fighting, best would be if you're fighting at your own base and you petard the opponents tc meanwhile. its soo nice.
- JakeyBoyTH
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Re: 6 cons musk vs petards
I'd check your spelling of petard
Advanced Wonders suck
- Aizamk
Ugh Advanced Wonders suck
- Aizamk
- Aizamk
Ugh Advanced Wonders suck
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Re: 6 cons musk vs petards
Ye it's spelled firecrackers ^^
- lemmings121
- Jaeger
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Re: 6 cons musk vs petards
always go firecrackers, no questions asked.
- alistairpeter
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Re: 6 cons musk vs petards
Lmao whoops I meant petard ty guys. And yes I've thought about blowing up TV while battling at home, it leaves bills vulnerable especially for euro civs who have explorer down. Would it be worth it to prevent opponent aging up?
Re: 6 cons musk vs petards
alistairpeter wrote:Lmao whoops I meant petard ty guys. And yes I've thought about blowing up TV while battling at home, it leaves bills vulnerable especially for euro civs who have explorer down. Would it be worth it to prevent opponent aging up?
Guy battles at home, blows up the TV and the bills are vulnerable. Chunfirmed
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- Ninja
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Re: 6 cons musk vs petards
petards is usually better vs asian civs, to blow up their wonder. It can also be useful sometimes vs Dutch (banks) or ports (tc's). Or in a rare case, vs otto or spain Revo (does need 300 xport most likely to succeed).
otherwise, 6 musk is the better choice
otherwise, 6 musk is the better choice
Re: 6 cons musk vs petards
Depends on your mass size and the enemy unit composition. I'd only ship petards in situations where I knew the 6 musk wouldn't make any significant difference, or if my score was so far behind that I needed to take such risks.
=
Re: 6 cons musk vs petards
Generally, 5 Petards would be better...because you do not actually want to send age 2ish shipments such as 6 redcoats in age 3 and waste your export. 6 redcoats + intervention card would be decent with china since they don't have any good anticav(Musks > swords).
I personally like to send 5 Petards to troll and things like that. But it's still important during big fights. 450 export is just worth it. I hereby conclude that 5 petards are better than 6 redcoats at most of the time.
I personally like to send 5 Petards to troll and things like that. But it's still important during big fights. 450 export is just worth it. I hereby conclude that 5 petards are better than 6 redcoats at most of the time.
oranges.
- macacoalbino
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Re: 6 cons musk vs petards
_RDX_ wrote:Generally, 5 Petards would be better...because you do not actually want to send age 2ish shipments such as 6 redcoats in age 3 and waste your export. 6 redcoats + intervention card would be decent with china since they don't have any good anticav(Musks > swords).
I personally like to send 5 Petards to troll and things like that. But it's still important during big fights. 450 export is just worth it. I hereby conclude that 5 petards are better than 6 redcoats at most of the time.
6 colonial musks ~= 6 semi industrial musks
Some solid logic right there
Re: 6 cons musk vs petards
He means that because 6 redcoats were available in Colonial Age, sending them in Fortress Age is bad. He is however confusing consulate armies with shipments. Sending a Colonial Age shipment is worse than sending a Fortress Age shipment because every shipment costs the same amount of XP but the Fortress Age ones give you more units/resources, meaning that each Colonial Age unit/resource you get costs more XP than the Fortress Age unit/resource. This is not the case with consulate armies; a redcoat costs 50 export whether you're in Colonial Age or Fortress Age.
Pay more attention to detail.
Re: 6 cons musk vs petards
Redcoats are better in 1v1 because if you win the fight it doesn't really matter if your opponent has his TC and wonders or not.
- JakeyBoyTH
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Re: 6 cons musk vs petards
Gendarme wrote:He means that because 6 redcoats were available in Colonial Age, sending them in Fortress Age is bad. He is however confusing consulate armies with shipments. Sending a Colonial Age shipment is worse than sending a Fortress Age shipment because every shipment costs the same amount of XP but the Fortress Age ones give you more units/resources, meaning that each Colonial Age unit/resource you get costs more XP than the Fortress Age unit/resource. This is not the case with consulate armies; a redcoat costs 50 export whether you're in Colonial Age or Fortress Age.
consulate armies also free upgrade
Advanced Wonders suck
- Aizamk
Ugh Advanced Wonders suck
- Aizamk
- Aizamk
Ugh Advanced Wonders suck
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Re: 6 cons musk vs petards
No, I'm not confusing anything here. Consulate acts as an 2nd Home city for asian civs, since XP and export takes a long time to produce. And a redcoat costs ~67 export.
oranges.
Re: 6 cons musk vs petards
usually it's good when you have a big army so 6 musketeers aren't that much relevant anymore and killing the tc is the key to cope with your opponent turtling, such as Dutch or Japan for instance (killing a wonder vs japan is better in this case)
Re: 6 cons musk vs petards
Oh yeah, they cost 400 export, not 300. The point still stands, though: redcoats do not become bad just because you are in Fortress Age. The 700 wood shipment becomes bad because you now have the 1000 wood shipment for the same cost, not because wood itself is bad. If you could train 9 redcoats for 400 export in Fortress Age, then training 6 would be bad (but not because redcoats are bad). Indian players go for sepoys in Fortress Age a lot of times. If you justify making sepoys, then redcoats should be a good addition to your army.
Pay more attention to detail.
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