




LTDave wrote:Hi.
There are some bugs (big and small) in the Gobwin Bump rules.
If you are interested, please check out this link HERE to find a second draft of the second version.
Changes to Scouting, Defence, Unit Creation.
Rules now include some ranged combat (or a version thereof).
Comments, thoughts, feedback?
turbler wrote:PS: Cost=([1*1*1]+[{1*1*3}/2])*1=2.5 then rounded to 3. so you can pop exactly 66 with a warlord who has stats of full 1s. Of course if you can't have a leader the size of a bat, then you can pop still 60-ish. off the start.
Crovius wrote:Or are we doing the whole units can fire into other hexes, which, IMO, can be horribly abused, especially when a defender doesn't need to rely on scouts.


turbler wrote:it's ([Hits*Move*Defense]+[{Attack*Range*Hits}/2]*special) sepcial is 1 for normal units
so 5*1*1=5
+(4*1*5)/2=10
15*1=15.




BLANDCorporatio wrote:turbler wrote:it's ([Hits*Move*Defense]+[{Attack*Range*Hits}/2]*special) sepcial is 1 for normal units
so 5*1*1=5
+(4*1*5)/2=10
15*1=15.
Again, that's 20, not 2, so the cost is a mere 6.
Nice work, Crovius!
Crovius wrote:Thanks, I was aiming for them to be by bread and butter guys, kinda like my Foddermen from last game.


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