Double/Triple Mobis
05-12-2013, 07:30 AM
(This post was last modified: 05-12-2013 07:31 AM by Mag!cGuy.)
Post: #21
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RE: Double/Triple Mobis
Always do things which are useful. Turn 13, you have put a bombshell where ther was absolutely neither danger. You would have seen that if you had a runner at the bottom to check what there was in front of you! That sniper who walked for the pleasure didn't rly serve either, hm?
![]() When someone shows you he has an early mobi, it's as if he said "come, coome, I have less units and no more wits saved!". This is basically what happenned here: http://osn.codepenguin.com/replays/view/...20Yg5bBAww And here: http://osn.codepenguin.com/replays/view/...20Yg5bBAww Of course it's easier to counter on small maps. Long Nine is one of the worst map for long boring games which involve several specials, because attacking is very hard. Mobi has a great advantage on this map. But, you should know that scallywags aren't an agressive race. You can't put pressure with them. This is why you felt so much difficulty against him: he had the map control, and you could only follow what happened, because all you had was bombshell! So I suggest you just change of race ![]() You can ask a... ![]() (drawing by Chemoeum) ![]() |
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