SeraphRedux wrote:LTDave wrote:From HerbieRai:
Can burrowers and fliers choose not to attack through the secondary zone and attack on ground anyway?
Good question. I say "no".
I actually have a minor question about that. Does this mean that you 'have' to have all of your units attacking from the same venue? Aka, not allowed to mix burrowing units with normal units, or normal units with flying units? I ask because I wonder, does this essentially mean I'm not allowed to stack my warlord with my wolves?
GWvsJohn wrote:Personally I prefer variety. Most of the sides we've seen have had pretty varied special units.
Twolls, Dwagons and Spidews for GK
Unikegataurs, Sourmanders and Gumps for Jetstone
Goyles, Doombats and the Birds for Transylvito
How about this: Burrowing and Flying units may choose to attack a city on the ground if a Character is present - otherwise they defaul to their natural abilities.
Burrowing Mounts can carry passengers underground.
If a player wants to attack Air/Ground/Underzone all in the same combat with different stacks, etc, the defender will have to allocate stacks to protect those different zones.*snip*
Deo wrote:The max units in a stack in 16, meaning only with a full stack can a +8 be reached,. Two other abilities with the same cost already provide the same bonus though are limited by type but they get the full bonus all the time.
I kind of think that Packmind should be restricted to beasts D and up, and *maybe* have its cost reduced to 3 as getting a full stack for the same bonus as similar abilities is a bit of a requirement and only if all the units are also packmind.
LTDave wrote:Packmind can give up to +8 combat per UNIT. I think that's pretty rockin' for 4 points.
LTDave wrote:Variety is nice, but it has to be simple variety, if that makes any sense (ie, effects the basic four stats, and does so consistently - please nothing that says "increase stat by 3, unless it is a tuesday, when it is 5, but only if walking next to an elephant").
SeraphRedux wrote:I don't know why I feel so talkative all of a sudden tonight. Certainly fun though.
LTDave wrote:Good point. How about to preserve packmind:
Battlecrap (4) - CRAP! Flying units gain +6 to combat (Prerequisite: Flying)
Footbiter (4) – Burrowing units gain +6 to combat (Prerequisite: Burrowing)
Earthshaker (4) – Heavy units gain +6 to combat (Prerequisite: Heavy)
LTDave wrote:Yes, for the silent power behind the ice-throne you are certainly vocal all of the sudden...
LTDave wrote:How about?
Berserker - cost (2) when attacking, unit gains +2 combat for every point the average defence of the stack is below 6 (may not take ranged)
(see - things like this I can build into the spreadsheet, so if becomes a no-brainer on my part)
GWvsJohn wrote:The 4 orders per turn thing is a little restrictive. I think stacks with Warlords (not Courtiers) should be able to move independently.
LTDave wrote:Berserker - cost (2) when attacking, unit gains +2 combat for every point the average defence of its stack is below 6 (may not take ranged)
LTDave wrote:Well Drilled - cost (2) if in a stack of 8 (no more, no less) unit gains +5 combat
LTDave wrote:Fodder - cost (2) after casualties are calculated, these units will be eliminated first.
Lucky sod - cost (2) after casualties are calculated, these units will be eliminated last.
LTDave wrote:Duck'n'dodge - cost (2) defence +1 if hits are less than 8.
Big'n'thick - cost (5) hits +12, but defence cannot exceed 3.
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