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Forum : Suggestion Box
AuthorTopic : how about the commander movement
RUFF RYDER
Joined 8/5/2008
Posts : 315

Posted : Wednesday, February 18, 2009 - 02:22

if a commander takes over a enemy building it should'nt take up the movement of the commanders what do you guys think

Hambone
Joined 12/27/2008
Posts : 329

Posted : Sunday, February 22, 2009 - 04:38

disagree

RUFF RYDER
Joined 8/5/2008
Posts : 315

Posted : Sunday, February 22, 2009 - 04:46

whats your reason why you disagree bro

Renno
Joined 5/23/2005
Posts : 1582

Posted : Sunday, February 22, 2009 - 07:16

too much bulldozer type power, it shouldn't be a speed race taking over someone's castle and outbuildings.

Zues
Joined 11/23/2004
Posts : 287

Posted : Sunday, February 22, 2009 - 12:31

why should a comm be able to perform an action and then keep moving? no other unit can. besides a comm in a castle and thats the only place that can happen

RUFF RYDER
Joined 8/5/2008
Posts : 315

Posted : Sunday, February 22, 2009 - 13:43

well this is why i thought i'll bring this up is because if a commander trys to take over a enemy's barracks and it does'nt take it over on that turn that you attempted to take it on then your enemy come's up with a troop to kill your commander thats why i thought you guy's might want to see this change it's like do you guy's like to see your commander i sure don't

Shinra Xenta
Joined 1/19/2009
Posts : 37

Posted : Sunday, February 22, 2009 - 20:04

That is why you use multiple commanders or hope for the best.

RUFF RYDER
Joined 8/5/2008
Posts : 315

Posted : Sunday, February 22, 2009 - 20:41

yeah well what happens if you don't have multiple commanders

Renno
Joined 5/23/2005
Posts : 1582

Posted : Monday, February 23, 2009 - 10:15

you make some, plan ahead

RUFF RYDER
Joined 8/5/2008
Posts : 315

Posted : Monday, February 23, 2009 - 14:05

ok sweat but what happens if you try to take over a enemy building in like lets say 8 or 10 turns and you only have the 3 commanders that you start with?

Crazy Li
Joined 9/4/2007
Posts : 1058

Posted : Monday, February 23, 2009 - 22:41

protect your comms. don't throw them into a situation where they're gonna get killed taking over a building. you shouldn't take unnecessary risks, or you should be prepared to suffer the consequences.

in war, you must always plan for the worst-case scenerio... the best thing your opponent can possibly do. if you can make it so that your move forces your opponent's best counter to be minimal and still in your favor, you've made the right move.

Mog DoC
Joined 2/5/2004
Posts : 14304

Posted : Monday, February 23, 2009 - 22:54

Remember to destroy the barracks in a castle before you take ir over... less chance of getting a nasty surprise.

RUFF RYDER
Joined 8/5/2008
Posts : 315

Posted : Tuesday, February 24, 2009 - 02:54

yeah i no that mog but what happens if you still want the barracks

Mog DoC
Joined 2/5/2004
Posts : 14304

Posted : Tuesday, February 24, 2009 - 12:26

Go in in overwhelming force and kill the crap out of anything that moves.

Princess in the Shadows
Joined 11/14/2008
Posts : 510

Posted : Tuesday, February 24, 2009 - 14:30

even if it doesn't move lol
Build a barracks 1 turn from the castle and deploy 50 million comms hahaha

RUFF RYDER
Joined 8/5/2008
Posts : 315

Posted : Wednesday, February 25, 2009 - 12:59

lol good suggestion there mog and you princess

doodoomite
Joined 12/11/2005
Posts : 500

Posted : Wednesday, April 1, 2009 - 13:51

I do wish that the comms had more actions per turn like 3(combo of moves and build).Makes the game a little more competitive and gives a person with 1 comm,a chance to survive a little longer.

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