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Author Topic: Endwar 2: Rise of a Nation  (Read 4438 times)

elitetaco3519

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Re: Endwar 2: Rise of a Nation
« Reply #15 on: February 26, 2011, 09:06:48 pm »

Do we really need an Endwar fourm game? also i would hope you would keep the starwars game, i'm fond of it.
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Phantom

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Re: Endwar 2: Rise of a Nation
« Reply #16 on: February 26, 2011, 09:12:35 pm »

#1: You misspelled End War.
#2: JSF IS GHOST RECON.
#3: Euro Union is Rainbow Six.
#4: You open waaaay too much stuff.
#5: Just opinions dude.
#6: Stop being grounded, dammit.
#7: In the books, JSF canonically wins, but in mine, neither win and are curbstomped by an uprising within a united liberation front.
#8: Gameplay wise, type doesn't really matter. Ruskies have slow powerful stuff, Euro's have the fastest and Amerikans are the medium.
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adwarf

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Re: Endwar 2: Rise of a Nation
« Reply #17 on: February 26, 2011, 09:40:44 pm »

I know I mean you can play as the actually really large armies or the smaller squads. Those I call Ghost Recon
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Phantom

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Re: Endwar 2: Rise of a Nation
« Reply #18 on: February 26, 2011, 09:42:33 pm »

...That would end horribly.
"This is Guard Brigade Wolves number seven, we have sighted three squads of JSF Wolves enter the building to the left of us. HQ?"
'Send in the airstrikes.'
"URRRRRRRRRRRRRA!"
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adwarf

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Re: Endwar 2: Rise of a Nation
« Reply #19 on: February 26, 2011, 09:43:55 pm »

It takes two turns for any supports to actually get confirmed and activated. You will then have a chance to for your intel to fiqure out about said support.
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Phantom

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Re: Endwar 2: Rise of a Nation
« Reply #20 on: February 26, 2011, 09:45:09 pm »

...And you totally forgot Russia...
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adwarf

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Re: Endwar 2: Rise of a Nation
« Reply #21 on: February 27, 2011, 08:01:15 am »

I did not. In this you are fighting Russia not playing them.
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