BLANDCorporatio wrote:Sihoiba wrote:There was no way we could defend the base camp, and advance and avoid death from diwigible.
Eh. "No way" is a bit harsh. It depends on pop point allocation to the different sides of the conflict. Even slightly imbalanced in our favour would have made a slow push just as viable as in TBfGB2.
Of course we were told at the start that we would be getting less pop points than the Gk:
"Though the alliance has an initial advantage in numbers, as the battle wears on, this advantage will vanish slowly."
BLANDCorporatio wrote:Sihoiba wrote:High HP heal at start of turn is awkward, but it's the ability to carry other high hit units on mass which is the real problem I think, as it leaves you with an unassailable high HP unit.
I wonder if I could call this a Feature? Crack commando teams carried over by Airships ... I dunno about you guys but I like the possibilities presented by fast movements of forces. It is a bit different of course when you send one airship into the unknown, and when you know exactly what the enemy placement is like.
Crack Commados being delivered by Chinook is very different that Crack Commando being delivered by a Helicopter Gunship while being able to all attack from the Helicopter Gunship...
If you want large troop carrying airships then I think we first need to invite the rules for ships in Erfworld, and then balance them as a separate type rather than allowing huge flying juggernauts.
Two examples from erfworld. Vinne and co can carry 20-30 small bats on their person, but the dwagon relay can't be used to do mass unit transports just bringing one or two commaders back and forth from the front line.