0beron wrote:Okay, so here is a list of the units we still have available to use:
Reginald (Cmd): Garrison Warrior {Level 1} [ 5 Combat / 5 Defense / 14 Hits / 8 Move. Attack. Specials: Leadership] (Ward-16)
Warriors (x16):
3x (WL): Warrior {Level 2} [ 5 Combat / 5 Defense / 21 Hits / 8 Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16)
5x (WH): Warrior {Level 2} [ 11 Combat / 11 Defense / 21 Hits / 8 Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
3x (WB): Warrior {Level 1} [ 5 Combat / 5 Defense / 14 Hits / 8 Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)
2x (WA): Warrior {Level 1} [ 5 Combat / 5 Defense / 14 Hits / 8 Move. Attack. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
3x (W): Warrior {Level 1} [ 5 Combat / 5 Defense / 14 Hits / 8 Move. Attack. Specials: Dance Fighting] (Ward-8)[/spoiler]
Spearmen (x8):
4x (SA): Spearman {Level 1} [ 5 Combat / 4 Defense / 12 Hits / 8 Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
4x (S): Spearman {Level 1} [ 5 Combat / 4 Defense / 12 Hits / 8 Move. Strike. Specials: Dance Fighting] (Ward-8)[/spoiler]
We have 21 non-leader units, which means we don't even need to use Reginald as leadership. All ground units are also Dancers, so we can form 3 stacks that have +6. Now before I (or someone else) comes up with a strategy for how they should move out of the gate, can I get a refresher on how the rubble affects movement?
I'd just like to point out that for some of our warriors their AP's spent on Beefy & Well protected don't seem to have affected their stats as they have exactly the same as the warriors below them who haven't spent the AP's yet. Similarly for the spearmen.
Also the 3 stacks will get +8 ( +4 dance +2 lead +2 chief) bonus.
It shouldn't be forgotten that we also have Vinny, Bill and Comet with Fire actions unused. They can possibly de-ward a spearman making an easier kill for Cupid or Yuri or archers next round.