On the Draft – if you want anything other than a Nuke then think very carefully about your top choice – if you don’t get your first choice then it is very likely you will get a Nuke. So don’t bother putting a high priority item like Air Base or Sub anywhere but first position on your list.
RedCoyote absolutely needs Nukes / lynched on the soon side of sooner or later. Town RC would not be feeling out the thread to see if there is any support at all for not voting Total War. 118 is basically asking “Town is it ok if do this thing?”
If he was Town he’d have put on his American Denim and voted against it like Reck did.
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Nope.com.In post 137, Cephrir wrote:It occurs to me that I'm thinking troops re-happen every night, they do right?
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Along those lines I’d like to offer a few dissenting opinions on Troop Analysis from the Red Communist. Firstly all Town players need to consider the scum potential upside if they are looking at a Troop. Sub is probably the most abusable by scum.
Secondly any Town player who takes Counter-Intelligence must claim it in their first post after the Draft. Failure to do so should be considered the equivalent to waving the hammer and sickle in public while shouting praise to Mother Russia.
Disagree with most of these assessments.In post 108, RedCoyote wrote:Troop options for dummies:
Submarine: Vig. (Usefulness for the town: 7/10)
Fallout Shelter: Unlimited Bulletproof for nukes only. (Usefulness for the town: 2/10)
Eavesdrop: Sometimes hear scum night talk (Usefuleness for the town: 6/10)
Fail Safe: PGO. (Usefulness for the town: 2/10)
Sub is 10/10 for Town as it keeps it out of the dirty red paws of the Communists. The strength Town has in this set-up regarding Nukes is the public nature of pressing the button. It holds YOLO Nukers accountable with rope.
If the Communists haven’t figured out how to completely make Eavesdrop useless then they aren’t going to last long anyway. Consider it a 1.5 / 10 at best for Town.
Fail Safe’s ability to Vengekill a Stealth Bomber kill makes it at least a 4/10 for Town.
Well given that the Terrorist has their normal draft result to cover for the “best power” they choose I’m wondering how you expect to this theory to work exactly …In post 117, RedCoyote wrote:In other words, whoever gets the "best" power should be given a second look.
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Maybe because it paints a picture for scum where to aim for important Troops?In post 86, Cheetory6 wrote:Like, what's to stop town from just powerlynching through the playerlist with nukes?
Time limitations?