

You know the stats of all the units you can see.ETheBoyce wrote:Wait, if they know our stats shouldn't we know theirs?
Here is an example when you sent a non-leadership scout group forward in order to see the stats of units, while keeping the leadership out of line-of-sight. The enemy plays by the same rules that the players do.CroverusRaven wrote:Exactly, unless that scout has Leadership, all they should know is "There's a bunch of units around the corner." Cause that's all what we learned from our scout.
Also, unless I cast something, I don't think they should be able to tell I'm a Shockamancer simply by looking at me. I should have to actually cast a spell first for them to be able to figure that out.


MarbitChow wrote:Here is an example when you sent a non-leadership scout group forward in order to see the stats of units, while keeping the leadership out of line-of-sight. The enemy plays by the same rules that the players do.

You're correct. You (or at least Napier) should have seen the stats.Nnelg wrote:And here is an example where we did not.
Other than the dead scout image, it has been consistent since the start of the game. As soon as any in the hex can see the enemy, the enemy's stats are revealed.Nnelg wrote:I really don't mind if you rule that all units can see all stats of all units visible to other units. But there really needs to be a consistent ruling on this. (Personally, I preferred "stats only visible by Leadership units"... Possibly this could be extended to "Command Units", which would allow all players to view stats and keep both examples consistent.)

MarbitChow wrote:It's safe to assume that, if Anex & Sekan move forward and shoot, the scout will die this round, so feel free to have everyone move to new positions. Everyone (other than Anex/Sekan) will have a readied action, and I'll adjust the map accordingly.


ETheBoyce wrote:Wait, what is all this talk of moving forward? Why would we want to? Either the enemy will come forward on their own or they will retreat, in either case moving forward would simply put our units in harms way for no reason. We should stay back where we are and I will shoot the scout from my where I am (since Fire is still unlimited range) and then we should wait where we are.


ETheBoyce wrote:We don't need to bait them, they can either come forward or retreat, no need for us to move at all


ETheBoyce wrote:It doesn't matter whether or not they choose to come forward our job is to delay enemy reinforcements. Any advancements on our part removes our advantage as defenders, namely that we get first shot. If any of our melee troops get into LOS then enemy archery gets free shots at us damaging the Wards you cared so much about, advancing is, in fact, a terrible idea

MarbitChow wrote:It's safe to assume that, if Anex & Sekan move forward and shoot, the scout will die this round, so feel free to have everyone move to new positions. Everyone (other than Anex/Sekan) will have a readied action, and I'll adjust the map accordingly.
CroverusRaven wrote:I'm confused, since we can't level during a fight, how are we sacrificing exp? We get the same exp waiting for them to round the corner and beating them that we would letting them get first shots and losing the wards.
Werebiscuit wrote:it's pretty safe to assume that either Sekan or Anex will one -shot the scout unless I've missed something. Do we want to give up both readied rounds ? from archers ? Especially since Anex goes before their entire force on her normal round. She can move shoot and return to position before they can react.MarbitChow wrote:It's safe to assume that, if Anex & Sekan move forward and shoot, the scout will die this round, so feel free to have everyone move to new positions. Everyone (other than Anex/Sekan) will have a readied action, and I'll adjust the map accordingly.

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