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MahoTsukai
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scouts can spot spies, and from what I saw they die pretty fast once you can see em.
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tniem
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Hope College
Apr 2000 time: 00:28
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How expensive is it to bribe opponent's units?
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:28
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Well, the response to most people who don't like a particular aspect of the game has usually been to disable it via the multitude of setup options. But I don't think you can disable spies! I guess we'll all have to learn to deal. I used a spy in my last game to plant informers so I could see what the other guy had. He didn't try it on me, at least not that I noticed. Of course I'm only playing on the second difficulty level.
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Bridger
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Take a scout with you and his "army" of spies becomes useless. It takes them a good 5-10 seconds to "bribe" an enemy, so in that 5-10 seconds you should be able to kill at least half of them, if not more (remember seige does great splash dammage against infantry after the 5th age). There's nothing unbalenced about them. You cannot expect to win an encounter for which you are not prepared. Bring a scout (or another spy) next time you attack.
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MahoTsukai
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you can see em so you can bring a scout/spy nearby.
Beside that, every army should include at least 1-2 scouts for the following reasons:
1) Can see the spies.
2) Bigger LOS, with flanking being effective, you better watch it.
3) Later on, they can plant charges, very effective versus buildings with load of hp (like cities), I'm not 100% sure, but it seems it cut their hp by half, cant lower it further. They can snipe enemy generals and units, tho enemy vehicules must have a charge planted by them, and I find it a waste to waste 1000 craft on infantry.
4) Special forces and commandos can disable ground AA, great if you want to support your army with carpet bombing or fighter/bombers, without running into the deadly flaks.
Anyway, dunno how people can leave without em 
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Inverse Icarus
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flying too low to the ground
May 2001 time: 00:28
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quote: Originally posted by MahoTsukai
you can see em so you can bring a scout/spy nearby.
Beside that, every army should include at least 1-2 scouts for the following reasons:
1) Can see the spies.
2) Bigger LOS, with flanking being effective, you better watch it.
3) Later on, they can plant charges, very effective versus buildings with load of hp (like cities), I'm not 100% sure, but it seems it cut their hp by half, cant lower it further. They can snipe enemy generals and units, tho enemy vehicules must have a charge planted by them, and I find it a waste to waste 1000 craft on infantry.
4) Special forces and commandos can disable ground AA, great if you want to support your army with carpet bombing or fighter/bombers, without running into the deadly flaks.
Anyway, dunno how people can leave without em |
noted. danke.
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bhg_paul
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Other reasons for scouts:
- can spot ambush units
- can spot decoy units
Having a scout or two with your army is a Good Thing (tm).
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