
Wargroove Trebuchet 4 Movement Power test
Another Bean Island on Wargroove video. I did this to see if nerfing Trebuchet to 4 Movement Power would get it under control. This is because I realize that Game Boy Wars 3 has the Rocket Launcher have more mobility than the Artillery as compensation for targeting Lite Land units, and Wargroove thought to give the Ballista and Trebuchet the same Movement Power. It's definitely worth noting that GBW3 having units able to move and range fire with the only restriction being the Range value hasn't helped the Rocket Launcher enough either when all it allows is maybe sniping a Humvee, but it definitely helps the Anti-Air Missile Launcher by letting it rush-snipe air units even with the vanilla version Range that would be completely laughable otherwise. I bring that up because Ballista is supposed to be a (not even intentional) mix of those 2 units, but ultimately gets the worst of both worlds when all is said and done, with no rush sniping air units and also reduced efficiency against viable targets.
I have to say that nerfing Trebuchet to 4 Movement Power would help, but the Trebuchet would STILL be monstrous without a further price increase.
The plus side is that Trebuchet would actually have problems with Plains, because rather than being okay to move onto Plains after 4 Road tiles, Trebuchet would be restricted to 2 instead, which is FAR slower and thus makes it harder to even get the Plains' defense boost. There was only ONE instance where I had a Trebuchet use 5 Movement Power, but it was an irrelevant instance, plus a property blocks the sight of the terrain it's on and that's what happened. Other than that, Trebuchet spam would at least be slower, and I'm actually noticing Roads being valuable just because of the sudden Plains difficulty, which on Bean Island certainly makes passive-aggressive positioning more committal.
Unfortunately, Trebuchet would still have a whole host of advantages even with a mobility drop. Nothing about the Crit condition is hard to set up, and Trebuchet only really even needs it for building 1HKO anyway, because anything else gets crippled beyond recognition if they're lucky. It's worth noting that the only turn where I took more than a single minute to complete had me in shock from noticing the Archer and realizing what I got hasty about. Believe me, though, Trebuchets being spammable trivializes Commader KOing, since the Commander will just get pelted by the, likely Crit-bolstered, rocks. This, in combination with Trebuchets giving Giants fits anyway, is VERY MUCH something I would have called out quickly if given the chance to help beta test the game, but oh wait, apparently I'm toxic because people who would gloat about learning karate to be able to break people's bones say so!
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