thanks for sharing..
thanks for sharing..
If you are going for generic sacs, 1-up probably is a decent choice for Nusala, Master Planner would set her at 100% accuracy to deal 1500 dmg reliably, every time, letting you reduce margin of error on some blocks and other more tailored sacs.I was half tempted to give Nusala master planner, but still didn't find it too useful for her either.
I like how you did the Quartermasters and went with that method myself. The tavern generals are perfect this way too.
I don't have the higher books to do much more right now, but I did get Anslem almost fully booked. I haven't decided between Lightning Slash or Master Planner yet. I can see both being very useful. Master planner would be better for low round attacks, but combining Lightning Slash with Battle Frenzy would be great in longer fights .. IF Battle Frenzy effects the general and not just the troops themselves. Can anyone verify this? Also I think Overrun is better for Anslem than Juggernaut, even if it's more costly.
Finally, I'm inclined to put 3 books in both First Aid and Jog on most other generals and make something in the next tiers 2 instead of 3 to save books.
Very helpful, it gives me a good reference as to where i might want to start or finish on certain Gens
I really appreciate the original post here. In my battles I use MMA almost exclusively. I never use MMA for sacs, that is for lesser generals, like the 30 minute ones. I have started investing books in my MMA, and I will follow the suggestions given here. However, it will take a while to complete, so I will not see results for a bit yet.
That sounds like you are fairly new, though according to the profile you are here since 2013, so I'm not quite sure how to adress this. I'll try to make this as simple as possible...In my battles I use MMA almost exclusively. I never use MMA for sacs
As time goes on and your selection of Generals expands (Major, CoAs, maybe something in the future) your need for MMAs as attackers starts to diminish due to "bad choice". That of course doesn't negate them for attacks completely or make them only SAC gens, but their needs simply goes down, safe to speed up clearing camps with multiple Gens and (easy) targets along the way, very noticable in pre FT adventures.
It may be worth (re)considering skill distributions on MMAs with that in mind. Personally, with Majors alone (excluding CoAs) I wouldn't skill MMAs for attacks with the exception of maybe 1 or 2 (that is if you have more than 1 alright) and have the Majors do the lifting, using both Majors and MMAs more efficiently overall. For MMAs as attackers, I can pretty much only see a benefit on FTs due to camp strenght, next to mundane in old adventures (MMA dmg 1ststrike/weakest) due to being really powerful already yet not strong enough for Ali Babas (chances are an unskilled Major will still perform mostly better than a fully combat skilled MMA).
Just to throw that out to think about as I don't now your overall playstyle at all.
My generals
MG/Vargus/Anslem - The fighting gens
3 Jog, 2 First Aid, 3 Nav Crash, 3 Overrun, 3 Fast Learner, 3 Battle Frenzy, 3 Garrision Annex, 1 Master Planner
They are my workhorses
Nusala - Specialty Sac gen
3 Jog, 2 First Aid, 3 Rapid Fire, 3 Nav Crash, 3 Sniper Training, 3 Fast Learner, 3 Garrison Annex, 1 1-Up
I’m taking advantage of her special abilities. Good for 1R sac, great for 180B or 180LB sacs. 1 free sac each adventure. I know the idea of saccing that many LB might seem just wrong to some, but I use a Nusala 180LB sac to replace two 250B vet sacs in BLT final leader.
MMA - Mostly sac gens, some fighting
3 Jog, 2 First Aid, 3 Nav Crash
Book supplies stopped me from going further atm. This keeps them up to speed and positions them to be skilled further when books become available. I plan to use the same pattern as my MGs, except I will most likely use 1-UP instead of Master Planner as I use them more for sac gens than fighting gens.
Drac/Grim - My tagging gens
3 Jog, 1 First Aid, 1 Juggernaut, 3 Nav Crash
This allows Drac to fast tag any FT with just 1R, and recovers the 1R after combat.
Same for Grim except with 1C.
Tavern gens - 2 at the moment
3 Jog, 2 First Aid, 3 Nav Crash
This lets me get initial blocks started sooner, and they can reposition forward at the same speed as my fighting gens.
ok, wow, the initial post in this thread was NOT well thought out AT ALL. first, how can you make the claim that all the CoA gens are the same? Like seriously, what were you smoking when you made that conclusion? Each of the CoA's have their own unique skill set, ignoring Nusala's Bow superiority is beyond insane, how/why anyone would not max out Rapid Fire and Sniper Training is just beyond me, thats like handing soldiers a rifle to fight a battle and only giving them 1/4 load ammo to shoot. Nusala (for my personal guide designs) is one of the best sac Gens for reducing losses loading her up with bowmen and longbowmen drastically reduces a camp for your MG to clean house without losing the expensive heavy troops like canoneers and such, then using Elite troops in AB's without Sniper Training? like come on.
Also, if not planning on fully booking a tav general, why would you only put 2 into First Aid? With periodic chances of failed blocks, bad timings, being distracted, lag spike, Flash freeze, etc having the tav gen being able to recover more of you lost troops from that failed block is more beneficial that saving yourself 1 manuscript. Now not loading them up all the way and having 1-up is depending on which maps you do most of and how many times you sac those gens doing 1r blocks, if you have all 6 of them and have 1-up plus reduced recovery time, you virtually have unlimited number of tav gens for any one adv (specially if you cycle them right)
Now, MMA's are most definitely, absolutely Sac gens, each one of these should be skilled as such, with 1-up, First Aid, Jog, Flesh wound at the very least, then you can look at others for fillers to get to the 1-up, like if you use bowmen in your MMA sacs or not, or if 1/2 travel time to adv is really that important to you, etc but those 4 are absolutely important and I would not neglect Juggernaught on MMA's, you want those sacs to do as much damage as possible and since most (at least for me) MMA sacs are 1r sacs, 60 more points of damage absolutely does help a little, so look over the entire picture and maybe reduce NCC by 1 point and recovery by 1 point and get the most out of the damage of the sacs.
MG's need to have increased troop cap (garrison Annex), Juggernaght (for the splash damage), Overrun, Jog, First Aid, Master Planner and Weekly Maintenance at the very least. If you are using your Sac's properly and reducing the boss camps so your MG can go in and clean up, then you don't really need battle frenzy because there shouldnt be enough troops left for multiple rounds to make it worthwhile, but throw 1 book in there as a filler, fine, but it's not the main skill to look at.
If you are sac'ing your Nusala, Varg or Anslem and you plan to use them later on in the map, 1-up is kind of a no brainer, specially if you are sac'ing them more than once (which I do, specially in VLT, SLT, CLT), otherwise you are throwing Medi's at them or waiting long times for recovery.
Drac's and BHG's and Reapers are throw away gens, skill them up for disposal sacs to weaken camps here and there (dracs are a little better because they still have first strike), but these gens (aside from Drac) are a dime a dozen and can load up on them like crazy so not limited like with other gens.
MG's are main battle workhorse gens, they are the top of the line (currently) for major clean-ups on boss camps and should be skilled for that purpose. If used in conjunction with sac's properly planned out, then you can seriously reduce losses per adventure which is far more valuable then some of the ridiculous ideas being thrown around in here on this thread.