Well, Bogroll doesn't have "Heavy" as a special.
Also, in TBfGB, units can only have up to 1.5 times their HP as Attack.

Nihila wrote:Well, Bogroll doesn't have "Heavy" as a special.
Also, in TBfGB, units can only have up to 1.5 times their HP as Attack.

Nihila wrote:If I understand Chris's combat system correctly, I think that I see a potential exploit. As smaller units would be much cheaper to produce, a unit with 1-1-1-2 would cost 11. On the other hand, Kaed's Stabber,6-4-2-4, would be a 22. With Leadership and Fabricated Weapons and Armor, Transylvito-style tactics would become dominant quickly. With Level 5 Warlords on both sides and medium equipment on both sides, the units become 1-7-7-2, against 6-10-8-4. At a ratio of two small units per stabber, the additive system overwhelms the stabbers.
Sample Combat:
7 Combat x2=14
8 Defense x1=8
Total Damage dealt=6
Stabber croaks.
10 Combat x1=10
7 Defense x2=14
Total Damage dealt=0
Mini units uninjured.
And, WaterMonkey, I think Parson states in an early summer update that most heavy units can't enter Tunnels and Sizemore or Maggie stating that Heavies can't use mounts.

Nihila wrote:Meh. Parson says that bonuses are multiplicative, which would only occur if a bonus was applied to each unit. But anyways.
If the ratio of Minis to Stabbers is taken further, to 7 Stabbers+Warlord and 19 Minis+Warlord, without equipment, little changes(7 Stabbers=210 points, 19 Minis=209 points).
Stacks of 8+, for +3. Leadership +5.
Minis: 19(Minis)+5(Warlord)+3(stack bonus)+5(Leadership)=32 Combat. 30 Defense.
Stabbers: 28(Stabbers)+5(Warlord)+3(stack bonus)+5(Leadership)=41 Combat. 25 Defense.
With Medium Equipment, things change.
Minis: 38(Minis)+6(Warlord)+3(stack)+5(Leader)=52 Combat. 50 Defense.
Stabbers: 35(Stabbers)+6(Warlord)+3(stack)+5(Leader)=49 Combat. 33 Defense.
That's a whole new situation. In this scenario, the slow Minis will begin to crush everything with sheer numbers. The Stabbers need Luckamancy to croak even one Mini, while the Minis pound the Stabbers mercilessly. Now, the upkeep will get cumbersome, at 21 a unit, but it's still less than a Stabber.

Nihila wrote:Well, one thought would be to have some Dollamancers paired with a side, creating weapons and armor at the front, then letting it disband. Expensive in juice, cheap in points and Schmuckers. For the sake of an argument, I'll make the force 1 Warlord, 4 Mini Dollamancers (21 each), and 11 Minis. 84+121=205. Though, the Dollamancer creation, disband, creation... could be an exploit, though there's a very heavy long-term cost in juice for it. Let's see what that makes the stats.
36 on the Minis' Combat. 49 on the Stabbers' Combat. 33 Defense all. So, overall, the Minis... will probably lose, though the declining stack bonus might shift things for the Stabbers.
I'm also not really sure I like the fact that Warlords get annihilated in the first round of combat.
And, what, besides applying Leadership to each unit, would make it the bonus a "force multiplier," as Parson describes it in Book 1, Page 125, Panels 2-3?

Nihila wrote:I am entirely okay with discussing any ruleset here, as long as the creator is ready for a comprehensive attempt to ([joke]make him or her cry. [/joke]) show any possible problems in their system. I just don't have quite the dedication to make a full system, I'd probably just use someone else's almost completely.
However, I think that to fix the Mini exploit and the Warlord's casualty rate in two rule patches would be to firstly allow a Warlord to designate units to guard it as long as those units spoke Language and secondly to make it so that Mounts never spoke Language and neither did units with {(less than 4)<interchange on preference with>(3 or less)} Hits. The Minis would not be able to guard their Warlord, the Stabbers would, the Minis get stomped. (As proof of the statement about my lack of dedication, this rule is stolen from Kaed's game, with the bit about Language added to patch the Mini problem.)
Also, if each Warlord can designate a number say, equal to his level to guard him, the rule makes some sense. Bodyguards exist, and I think that an order of that specificity would need to be conveyed in speech.
Overall, this would be fairly consistent with events in the comic. In the Faq Gap Battle, I would mechanize it as having the huge GK stack broken into 10 or so little stacks, one of which had Stanley, Jack, and their dwagon, and the rest just spread out. The Doombats targeted the stacks and overwhelmed them due to Leadership and stack and the dwagons' lack thereof, but Artifact, Leadership, and mild stack bonus wrecked Cesar, but due to Stanley focusing on mass elimination, his attack spread out to the whole stack, only wounding Cesar.
Hmmm. There's something there. If a Warlord is attacked, its player can automatically designate other units in the same stack to take the damage (as well as any other effects, like Poisoning) instead. The HP worth of units have to be at least as many HP as the Warlord would take (you couldn't throw one Mini to take 20 HP worth of damage), or all of the other units in the stack. Designating on the fly, so to speak. I would even say it's automatic, at least as far as the "in-game fiction" is concerned; units can to an extent react to their Ruler or Overlord's orders automatically, and surely one of those orders is "Protect your Warlord." There might be some circumstances under which this doesn't work, though; I recall various instances of "Target their leadership!" Figuring out how to do that is a separate issue.... maybe if you declare that it's either all or nothing. You have to declare it before attacking, you have to do enough damage to take out the Warlord, and he can't have enough guards in stack with him to suck down the damage. Just spitballing...

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