BrimStone wrote:I have consolidated all questions from the posts here:
Good job, that man.
From GWvsJohn:How do mixed stacks work in combat?
Mixed in what way? Total hits, total combat, average defence. That's all I'm worried about in the calcs.
From BrimStone:Can units take specials that push their Def value past 6 (Heavy, Healer, Frightening)?
No. 6 is a hard limit for unit design.
From HerbieRai:Can burrowers and fliers choose not to attack through the secondary zone and attack on ground anyway?
Good question. I say "no".Earthshaker is overcosted (dance fighting is same benefit for less points and less restrictions)
Ok. Suggest an appropriate cost.Does sonic breath still have siege?
No.Should casters, heirs and rulers have the rider special? (is there a rider special anymore?)
No - ignore all mention of rider - an oversight. An unnecessary complication.Are burrowed units stealthed? If so then stealth is overcost (or burrow is under)
Not stealthed - they appear on the map, they just get an extra free attack (ambush) at the start of any combat.Not sure if you’re looking for additions, but some other building ideas:
Garrison House - allows more units to be garrisoned in the city
Larder - Provides X upkeep for garrison units (may be hard to keep track for a GM).
Factory - Produces X smuckers/ turn. (would want this to be low.)
Good suggestions. There would have to be a limit of one per city. I'll think on it.Can Sour Spit be used on a unit more than once per turn (example, 3 units with sour spit against 1 unit, can they take down the defense by 6?)
Um. Yes. Sure.What do unit templates start at: (0/0/0/0, 1/1/1/1, or 1/1/1/6)
Templates start at 0/0/0/0Reading through "ranged" I think it might be overcosted. You seem to have removed the combo of Ranged + Fly means ground melee troops cannot hurt you. If range only gives a free attack on defense it doesn't seem any stronger than flight or burrowing. The weakness to flying ranged units was the primary reason there was so much ranged.
Maybe. I'll think on that some more. What would be an appropriate cost for the "free" ranged attack for defenders?
From CoverusRaven:Can I reset an existing unit template or should I try to map to the old units as best as possible?
Try to map across, but I'm okay with changes here and there.
From SeraphRedux:Can any specials be taken more than once?
No. Not on the same unit.
From Deo:Are there stabbers/pikers/archers, or are there now only 2 types of units?
Only 2 types of units. No one was taking stabbers anyway. Now you can choose if melee is A or B, ranged is A or B, or take both melee or both ranged.
From GJC:Does this mean that commanding led units does not count against a side's command limit? If I have a stack of 10 pikers and a warlord in a hex, for example, and want to move them west?
You would still need a "command" from the ruler to move them. The Warlord there would give bonuses in combat, and allow the units to react "intelligently" - ie, choose to engage or not, etc.
Does the increased upkeep from heavy only apply if you buy it with smuckers, or also if you buy with points during unit creation?
Only if you buy it with Schmuckers.
Other questions?Is combat simultaneous (besides the free round if defenders have range).
Yes.When and how is damage taken convert into units lost?
As a direct percentage. If you take 40% of hits as wounds, expect to lose about 40% of the units involved.I think it may be better to say "The side the inflicts the most hits wins the battle", because if it's determined by casualties basic infantry become a hindrance due to how quickly they die compared to more advance units.
Good point. I'll change that.Also, in your compilation post of the questions, you really should include 'walls' in Brimstone's question of 'can units get over 6 defense?' because that might be a separate matter.
With walls, a unit can have over 6 defence. They just cannot have over 6 when designed (even with specials).