6 cons musk vs petards

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United States of America alistairpeter
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6 cons musk vs petards

Post by alistairpeter »

When is it a good idea to ship the retards rather than 6 musketeers as the British consulate?
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Sweden Gendarme
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Re: 6 cons musk vs petards

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Post by Gendarme »

When you feel like you are the stratician.
Pay more attention to detail.
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Tokelau jesus3
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Re: 6 cons musk vs petards

Post by jesus3 »

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.
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New Zealand JakeyBoyTH
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Re: 6 cons musk vs petards

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Post by JakeyBoyTH »

I'd check your spelling of petard :!:
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India rsy
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Re: 6 cons musk vs petards

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Post by rsy »

Ye it's spelled firecrackers ^^
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Brazil lemmings121
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Re: 6 cons musk vs petards

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Post by lemmings121 »

always go firecrackers, no questions asked.
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Re: 6 cons musk vs petards

Post by alistairpeter »

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?
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India rsy
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Re: 6 cons musk vs petards

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Post by rsy »

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
No Flag deleted_user0
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Re: 6 cons musk vs petards

Post by deleted_user0 »

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
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Re: 6 cons musk vs petards

Post by iLolicon »

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.
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Re: 6 cons musk vs petards

Post by _RDX_ »

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.
oranges.
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Re: 6 cons musk vs petards

Post by macacoalbino »

_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
:hmm: Some solid logic right there
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Re: 6 cons musk vs petards

Post by Gendarme »

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.
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Re: 6 cons musk vs petards

Post by yurashic »

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.
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New Zealand JakeyBoyTH
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Re: 6 cons musk vs petards

Post by JakeyBoyTH »

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 :flowers:
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India _RDX_
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Re: 6 cons musk vs petards

Post by _RDX_ »

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.
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Re: 6 cons musk vs petards

Post by Rikikipu »

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)
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Sweden Gendarme
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Re: 6 cons musk vs petards

Post by Gendarme »

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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