effataigus wrote:Anyone know for certain whether non-cities have zones? I feel like I used to know that.
There has been no mention of such a mechanic.
effataigus wrote:Relatedly, would it cost move for a unit to move from tunnels outside of a city to the surface? Could they do so off-turn?
If such a mechanic exists, and if it follows the same rules as for city hexes, then the owning player could move units between these zones at will off-turn and with no move cost.
drachefly wrote:Only in the hexes Stanley would actually visit. They scan many many more hexes than that - and that's where the bulk of the risk of detection comes from.
C'mon, that doesn't even make any sense. They would want to ensure that Stanley could not be ambushed at all, since all that is at stake is, y'know, the entire side
. That includes the possibility that there is a veiled stack in a hex Stanley isn't
going into, but which could attack him if he was stalled and could not return to GK, or if a side which acts before Stanley (you know, like Charley?) can get a veiled stack in place on one turn, and then attack Stanley's stack on the next turn simply by being near enough to do so.
And yeah, neither option is possible if Stanley always returns to GK every turn. Except, of course, that Stanley/GK is the single victim of (*Ptui*) Kingworld, and his smart CWL is well aware that their turn can be ended at any time
. Acting as if this cannot happen again
would be the height of stupidity, especially when undertaking a task which risks the Overlord and the entire side. And yeah, I hate to operate as though tri-mancer spells can happen at any time, but Parson doesn't know what it took to end the GK turn, and cannot assume that it could not happen again at any time until he learns about the constraints of this spell.
raphfrk wrote:Sounds like you would have to clone Rob and Xin to get twice the output.
Wait, what? Are you suggesting that all we need is a high enough level dittomancer and we'd get twice the comic goodness? Let's start leveling the dittomancers!
Nnelg wrote:Now I just don't understand what you're going on about. All I was saying is that it only takes one tunnel that GK doesn't know about or doesn't search for a hypothetical insurgent force to have a safe haven where there's practically 0% chance of being discovered.
Exactly. You're assuming that this is the case in every turn
. An assumption which I find to be improbable.
cheeseaholic wrote:I just don't see Charlie taking the direct and dangerous approach when the indirect approach has little to no risk.
Agreed. Charlie is very risk adverse.
Nnelg wrote:Of course, I have absolutely no doubt that Charlie would take the option with the least risk and greatest reward. But we have no idea which options are available to him (or even which ones work in practice, not just theory).
And Charlie's a smart guy. He knows that sometimes it's better to take greater risks to get a shot at the greater reward.
On the contrary, by canon Charlie prefers/only operates within situations in which there is no lose condition. This is the Overlord who spent a valuable mathamancy prediction and then sent exactly the number of archons needed to take the GK garrison in one turn, rather than leave the fight up to chance. This is the guy who was convinced to call off his own attack on GK based on the high probability that GK would own the 'pliers after their turn ended, and if they failed he still could capture Parson and the mathamancy bracer. This is the exact opposite of someone who is willing to risk more for a higher payout (and please don't cite the volcano as a counter argument. There was no rational reason for Charlie to have anticipated this). Charlie wants the highest reward for the least risk, and everything we've seen about him supports this.