bob the 6th wrote:This is verging on the GM being a dick territory... edit: hell, kilroy is standing there, as an archer, WITHOUT A ROCK! really, the hell?
You can absolutely count on me being a dick. That's kinda my job, in fact.
(For reference: see Archons shooting Altruistic Elves)
But I do try to avoid using OOC knowledge.
You guys sent in a CASTER, UNPROTECTED as your first unit. For pete's sake, if I did that to you, you'd be screaming "it's bait" immediately. Because you confused the marbits, they're erring on the side of caution. They don't know what's up yet, so they're not wasting their shots. Normally, you can see
what's going on in the other hex. For veils to work properly, you should either have distractions in place so that they can't see what's going on (ex. 'Flash Mob'), or have the veils set before you get near the hex. I'm already cutting you a significant amount of slack by allowing veils to be decided right before you enter. Foolamancy isn't mind-control. You've got to make an effort to make it believable, or at least not post huge clues that something is up.
The marbits aren't GREAT archers, so they're not going to target units that are still actively dodging, and waste their shots. -6 is a pretty stiff penalty, after all - it's actually better than cover (which proves that I might need to rethink cover vs. dodging; this is an evolving rules set, after all). Since the archers go on 7, and you entered on 6, they know they've got an entire round to wait before they get another shot. Now that there are wounded, non-dodging units, they may rethink their strategy, but a bunch of units, including the Kitty, haven't even entered the hex yet; it's not a stretch for them to guess that the worst is yet to come.
BLANDCorporatio wrote:That would fit with the cowardly motif. If be a bit awkward with the guarding.
Rules say you only need to be adjacent. I make the changes tonight.