Because as an archer warlord I wanted to powerlevel him so that he could evolve into an archer trainer ASAP. That was exceedingly practical when the Logan's Run group had only a few units which could gain XP but became much less relevant when I threw XP-soaking backup units in there. I hadn't really re-evaluated his position in the proposed order of battle.bob the 6th wrote:Just curious why are you sending Rudy with the zerg rush group? He is an archer warlord, so I would be suspect of a plan were he has no other ranged attack units...
As oposed to the other group with 12 archers and no archer leadership. Admittedly the +2 isn't much, but I would think it would be good to at least use it.
Didn't know that on the Brickabats. Hmm. Are you sure?Werebiscuit wrote:Couple of points to note.
1./ We only have 3 brickbat swarms available as Creperum has requested one, I believe.
2./ Why are we taking wandreus ( our regent) out of Dis ? shouldn't we be garrisoning him there ? ( to provide leadership to garrison units and 10% production boost that's 1920 schmuckers in the time it takes to get to Logans Run and back - EVEN MORE IF WE DO NOT HAVE A MANAGER TO REPLACE HIM we lose an additional 4800 schmuckers ...thats 6720 in total !)
On this we agree.Nnelg wrote:We must not let them take control of the strategic initiative! Because once they do, this war is lost. They will be able to overwhelm us with superior numbers, eventually battering us into submission.
On this we do not. In my opinion, attempting a real-world type siege in Erfworld is just asking to get mauled. Cities don't need supplies, and they constantly generate new units so you can't whittle them down. While we're busy constantly reinforcing our siege group remotely, the elves will be able to reinforce it even faster from more cities than we have (Rainbow Springs is, as we have observed previously, a natural rallying point for the enemy) AND reinforce their defending troops directly by popping reinforcements. Croakamancy will help make up the difference, but it won't be enough. By the time your proposed relief force from Logan's Run arrives there will in all likelihood be nothing left of our siege force to relieve and being able to simply overwhelm the defenders will be nothing more than a dream.Nnelg wrote:The raid on Rainbow Springs is not just a probe, but the start of a siege. A real siege, not what we've been erroneously calling a "siege" (which is really a storm). The elves will naturally send the bulk of their reinforcements to defend it, but we shall turn that city into a meat grinder.
If the elves attack the Ixians, they break their truce and pay the penalty, which I believe is fairly substantial. That shouldn't be an issue. The rest of your concerns are valid, but I can't help but think- do we really expect the Breatheairians to have a force substantial enough to crush our escort group wandering around well outside the usual routes of travel? Why would they be out there? If they've got something like Lookamancy tracking the envoy group then any escort is likely pointless in any case; they'll croak them or not entirely at their option.Nnelg wrote:As for the Escort mission, I think sending an escort would actually be a bad thing. Remember, the elves currently have a truce with the Ixians. But if they see Tenebrisians with an Ixian envoy, they'll immediately attack. So the Ixians would actually be in more danger if we send them an armed escort.
Besides, it would be better to lose face with the Ixians than to lose Yuri. As long as we retain the latter, we can deal with the former. But if we send Yuri in an escort, but the mission fails and he is croaked... Then we can pretty much kiss that alliance opportunity goodbye (for a while, at least).
This is a risk, yes. The more cautious play- which I think is less rewarding, but which also minimizes the possibility of the devastating error of either a successful attack by Armolad (that being the weakness in my plan) or of having our siege group crushed (that being the weakness in yours) would be to just send an extremely large attack group at Logan's Run and a substantial garrison at Dis City, perhaps having the Dis City group bluff by making threatening moves toward Rainbow Springs- partial benefits of actually attempting the siege with only a fraction of the risk.Nnelg wrote:We risk a lot. We risk the elves charging directly from Rainbow Springs to Dis City, we risk Armolad rallying the defence of Logan's Run, and wiping out the assault force there, we risk Yuri to an ambush. And what do we gain from it? Not much. We'd gain Scarlet Hills, but is that worth losing Dis City?
I am not "just throwing units at each task, with little concern for what they'll do". While I did specifically request proposed tweaks to my unit order precisely because it could probably use some optimization, the idea that I'm what, randomly copy/pasting lines from the overall troop listing and then calling it fine- which is the picture that your comments present- is ridiculous, all the more so because I have brief strategic outlines and concerns on strengths and weaknesses with each force.Nnelg wrote:Also, the forces he presents aren't balanced. It appears as if he's just throwing units at each task, with little concern for what they'll do or how they'll stack. If we do go with his plan, we'd have to rebalance everything first.
I would very much appreciate it if your proposed order of battle included full unit stats, and since you're shuffling everything around into stacking plans instead of leaving them grouped by unit type and build, a summary of what you're sending to each location in those terms wouldn't hurt either.Nnelg wrote:Since Exate's already posted a unit distribution, I'll go ahead and make one up too:
At the beginning of the combat, Stacks and Combat modifiers are declared and applied. Once combat begins, restacking and changing Combat Modifiers requires spending an action to Regroup.
I'll confirm that Creperum has recalled the Royal Guards (Bert & Ernie) and requested at least 1 Brickabat stack for his personal protection.Exate wrote:Didn't know that on the Brickabats. Hmm. Are you sure?Werebiscuit wrote:1./ We only have 3 brickbat swarms available as Creperum has requested one, I believe.
No, changing stacks requires spending an Action. There are no 'free restacks' any more. Units (including the squad leader) can drop from a stack for free. A unit with Leadership can select up to 7 other unstacked units to create a stack by spending an action. Dollamancers & Croakamancers with the appropriate ability behave similarly, although only golems / uncroaked can be part of their squads.0beron wrote:How does Leadership affect that? is it still a free action to change on their round like before?
It's not really a nerf. You can still swap Tod's bonuses back and forth pretty easily; you'll just need a PC or other command-level unit in each stack he's swapping between, although you might need to get a little creative with delaying squad actions if you want the bonuses to apply to both stacks each round. Most stacks are going to remain as-is through most of the combat anyway.0beron wrote:wow, I know we wanted to cut down on the micromanaging, but I didn't realize our tactical capacities got hit with the banhammer THAT hard -_-
Scouts do not have leadership, so they can't see stats.ETheBoyce wrote:Question: Is there any way for our Scouts to tell us the stats of the Defenders? Also am I correct in surmising that Logan's Run does not currently have a tower?
Exate wrote:By the time your proposed relief force from Logan's Run arrives there will in all likelihood be nothing left of our siege force to relieve and being able to simply overwhelm the defenders will be nothing more than a dream.
ETheBoyce wrote:Any turn that ends with us outside a major enemy city is a TERRIBLE idea. We can win against a larger force if we have Defences and towers and ballistae, out in an open field, we'll be sitting ducks!
ETheBoyce wrote:I our forces aren't enough to take a city and we retreat, then the Elves will just follow and crush our forces in the open field.
Nnelg wrote:ETheBoyce wrote:Any turn that ends with us outside a major enemy city is a TERRIBLE idea. We can win against a larger force if we have Defences and towers and ballistae, out in an open field, we'll be sitting ducks!
But we won't be facing a larger force.
At least, we won't if there was ever really a chance for us to win this war...ETheBoyce wrote:I our forces aren't enough to take a city and we retreat, then the Elves will just follow and crush our forces in the open field.
They'll have to leave their infantry behind if they want to catch us!
WaterMonkey314 wrote:I don't understand your former point - we can win the war asymmetrically with our superior casters if we manage our resources well, but there is no specific scenario I can think of where defending outside a city is better for us than attacking the city. (Well, there is one - if it's a level 5 capital spelled up with tons of AA and we have an all-flying army...)
WaterMonkey314 wrote:I also don't get your second point - why can't they catch us right after we've turned around (and presumably ended up parked within 1 turn's move of RS)?
WaterMonkey314 wrote:I hate to do this, but Triage has a responsibility to the side. If you persist in proposing impractical plans to assault Rainbow Springs, Triage will stay behind and advise Junetta and the Altruist Elves to do the same, or at least go to another, less futile engagement.
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