- Joined
- Apr 11, 2011
- Messages
- 11,902
At times these is... and I am unconvinced you can hide in enemy territory but that is anecdotal.there isn't really a need to 'hide' the scout anymore
Whooaa, I have tried to make it clear that all I really care about with a scout is it comes out before a slinger and has a ZOC and therefore lowers the risk of barb scouts finding me. The rest is immaterial and fun... and this should be clear in the fact that I only use one and made it clear I do not mother it.even considering what Victoria said
The opening unit can be a slinger or a builder also and the most efficient players I see on GOTM open scout or builder in most cases, but not all. This means the is no right choice and when bored just try an alternative to you usual but be aware of what you can do with each of the units before you try. For example... on an island map I will always open builder and sailing and get it out to sea with 1 charge left.
WRT your third paragraph I 100% agree apart from the useless promotion bit. They are a glass cannon.
WRT an ‘exploit’ the fact that archers are OP and so you build tonnes is exactly the same, the game rules make it so and people exploit it by building lots. To me the main difference is my scout/ skirmisher is a small fun intriguing sideshow that makes me use my mind in a less brutal more subtle way and I prefer that. A skirmisher irl was a baiting unit and a cover unit... your exploit is in fact what skirmishes were.
Lvl 3 rarely happens but is a bit like winning a small sum on the lottery. I wanted it as an opening for good reason and if lvl3 happens it is serious fun. If you have never had a l3 skirmisher at the right time perhaps getting the fun value of it is missed.
I never build more than one unless Germany or Inca and rarely use the double xp card but I do when the opportunity arises. I personally find the -1 gold maintenance card is often rubbish but everyone else slots it.
If I have 3 hills I can mine I will not open scout.
Last edited: