Shika wrote:I don't understand how you think artillery is worse in destruction.
You must be new here, but don't worry I can't begin to fathom how anyone, other than someone very inexperienced, can find arty more abusive in conquest than in destruction.
As I said earlier, in destruction you can just move around and not worry about HAVING to occupy an area that is becoming a no-man's-land. Moving around is a 100% fool-proof way to avoid the vast majority of artillery threat in destruction. In conquest I HAVE to occupy a, usually relatively small, area with a CV and against artillery spammers I usually add another cv because I know it's eventually going to hit.
You can do the same in conquest. Moving around, in conquest, is a solid way to avoid arty bombardment. Get creative with where you park the CVs after you've pushed all enemy recon out of the zone, watch for incoming arty, and you'll be fine. Your comparison, as much, is deeply flawed.
Also, you said you can withdraw from a zone. That is extremely bad and sacrifices the initiative. If you sacrifice key points, your enemy can control them. You can end up allowing the enemy to cap more zones, and get more points, and thus mass more units than you. If you keep sacrificing ground, then you are trapping yourself into a smaller and smaller area, thus will less room to move around in, and thus become even more vulnerable to arty.
"But I can set ambushes!"
Which I can screen for with 5 pt units, and then pick off with overwhelming force as desired.
What I take from you saying the opening gimmick rush means that anyone who outplays the ground game is using a gimmick, but not the guy who gets stomped only to amass artillery?
It's a gimmick because it's all you are good at. You are good at opening moves, but crumble in the long game. Thus? You are a gimmick player. "But I could rush in ALB!" Yeah, you could exploit the far worse cheese in ALB, good for you.
ALB and EE were vastly superior in regards to the fact that the ground game was focused, not microing artillery. What takes more skill to exploit? Choosing your initial push and takeover or sitting back spamming overpowered artillery at forests/cities?
You play 1v1 Paddy at 4v4 and come crying about arty spam, ie with the map massively crowded and on a 1 hour match, then turn around and declare EE/ALB superior?
I am disappoint.
You can use planes to bomb very likely CV spots, that's risk over reward. You have zero risk buying artillery besides point investment. I don't play Paddy Field as it's one of the worst maps in this game(because air/artillery is so strong), even on larger maps as the game goes on longer in conquest artillery becomes very strong because in 1-2 hours games your card count matters, and the more artillery is destroying the more you lose. Especially if it's CVs. The reality is in order to play conquest you NEED top tier artillery unless the map is very artillery unfriendly.
You NEED top tier arty? Hardly. I bring a card of 40 pt mortars, a card of HE MLRS, maybe SMERCH if im USSR, and that's it. The mortars lay smoke. The MLRS mass stuns what I'm about to attack.
Artillery is strong regardless of the number of players, why? Because the game gives out a lot of cards of it per person, even in a 3v3 each team can have 10+ pieces firing nonstop after 20-30 minutes of buildup. Saying I lack the skill when I completely cover my zones and then sit and wait to play the microing artillery game to see whether or not my enemy is smart enough to move his artillery quick enough is not really what I would call skill.
If someone has 10+ pieces firing nonstop they they are wasting their FOBs for little. They will not be able to resupply their ground units before long, and thus cripple their ground game. That you can win the middle but fail to spread out enough to prevent mass arty fire from inflicting heavy casualties on you speaks volumes.
Anyone saying artillery is more powerful in destruction simply doesn't understand how the 2 modes work. Shooting and scooting is viable in destruction, it's not entirely in conquest. It gives power to players with bad tactical skills because they can fall back on artillery that kills the vast majority of units and start firing on the stupidly small zones that occupy most maps
Thanks for the entertainment.