May 2020 - last edited May 2020
My club recently completed its first war with the new knock down rule. We are in arena 5 so we had the 4 hour knock down timer.
We played against a team who were in a time zone about 8 hours behind us, so when we were asleep, they shielded us all in the middle of the night. My team are mostly in the same country, but we have a couple of players in another country that are 2 hours ahead, so they were able to wake up and unshield just before the timer ran out. But then the opposing team just shielded them again so the timer started all over.
I do like the idea of the knock down, just not 100% sure about it yet, especially in a team from mostly the same country.
May 2020
May 2020
I actually think tentacle is the most useless instead. Use too much energy and too many war items. I got enough cards to level it up from 2 to 6, but I didn’t bother to.
May 2020
Tentacle is easily the most useless. I don't think I've ever used it.
Not in Kansas is actually a really good attack for new players that don't have a lot of items. I personally don't use Magnetism that much, because I'm always so item poor. B Movie Monster is my best use of items vs points.
And on topic... I think this rule will be more useful for the lower arenas with all the inactive cities. We have an international club (Arena5), so we're unlikely to be timed out in 4 hours. Then again next war we might, because the opponent is so much stronger than us that we might forfeit
Seriously this game needs to match better on team war average. Our war starts in 6 hours and it's already lost. Let the big teams fight the big teams