Boog wrote:The biggest loser move of all is to 'defend' the outposts early in a war to try to 'slow' the other side down. All that does is guarantee your side loses.
Boog wrote:I hear that, but most good squads have their attackers ready at the start of a war, and aren't playing the waiting. However, there is a hidden cost to attacking outposts early for defense that a lot of players don't see: it drives up the outpost level, and later in the war, when your attackers are ready to go, the weak ones may not be able to retake Tat or Tako anymore. Now, you're in the situation where a better player takes the post so weaker players attack.
The other issue is that it makes it more difficult for the better player to reload and then go for a base. If you've left tako or tat at 6, then most players can take them with four buffed jumps. If they've precooked their replacement troops, they can grab the post and immediately hit a base. If they are taking on level 9 Tat, they probably need to recook and entire load out.
DarthMat wrote:Not that unfair? Can you math?
Our top HQ 9 has three attacks to spread out against six bases that are far more advanced. All of our top attacks are punching up one to two HQ levels.
They have 18 attacks equal or better than our best 3, giving them the ability to punch down. Which they did and they 100% us.
The Justice_Leagues second loss, and it wasn't even close to being fair.
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