MarbitChow wrote:Added Agility to Special Abilities section, to allow a dollamancer to make tiny golems that can run past enemies (although with only 6 squares of move per round).
Is this really even useful...? Is there a bonus for attacking while flanking? Cus as I see it, I'd be spending 1 AP AND nerfing my move...to gain a very weak ability.
Please note that, unlike Uncroaked, constructs are permanent until destroyed, so given time, a tiny swarm could be created. Also note that vulnerable, higher-value targets are usually behind lines that Agile units are designed to penetrate.
Finally, please note that not all rules are designed to be IN FAVOR of the players. Attempting to protect 4 casters with 3 melee units might not be easy under the new rules.
That said, I suspect that I'm going to tweak the construct-only abilities a bit more in the future. Agility, for example, will probably be reduced to 0.5, and I'm considering adding abilities that allow golems to be defined as taking up 2x2 or 3x3 squares.
Swodaems wrote:To clarify, a unit that takes heavy at level 5 will receive 19 combat points, not 7?
Don't Heavies receive an extra +3CS for each level AFTER they purchase Heavy?
The bonus from Heavy is retroactive. They get 7 bonus combat stats at 1st level, and an additional 3 at each level thereafter, so if they took heavy at level 5, they would immediately gain 19 Combat Stats for that 3 AP.
0beron wrote:I don't think so, the way I read it was just a variable of their level. It doesn't matter when they actually take it. (although from a flavor perspective, it would make sense that it "should" be taken at level 1, since it doesn't seem "logical" that a unit suddenly BECOMES heavy haha)
Please see "It's Raining Men" for an example of units suddenly becoming Heavy.