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Fallen Haven

Balance: The Human Artillery

Great memories, the demo with 4 provinces sold the game. Lets talk about the problem of balance. Humans: More movement, more range, less firepower and hitpoints Taurans: The opposite The main problem is that improving Action Points and reducing Fire cost have a major improvemenet on the Humans, and the Artillery, once you expend some cheap research levels in movement and rate of fire, can move 1 tile and shoot. And with more levels, even deploy from the dropship and shot, decimating the enemies in a first strike. Taurans need a lot more research to do this, and are forced to tank the shot with the slow vehicle, but again, artillery is a hevy hitter even for the "weaken" humans. Other tricks are maps without bridges, that limit the ocnsturction zone. Fill the zone with walls, separated 2 tiles between them, and the 3x3 dropships can land, saving units and resources. Or make a kill zone and win veterancy for your units against enemies that can't move across that mace. Wainting until the enemie conquest a new province is great, because instead the rebel forces entrenched, you fight a minor number of enemy units in a undeveloped country. Save and wait until it happen. Reload and launch the attack to reach the zone just after the contest, to prevent active turrets. Thats how you won. Tauran isnt as fun, and more brute force, and the special scenarios against the rebels are more fun.

1 gamers found this review helpful