Dancing Cthulhu wrote:General 1: I've got a cunning plan! We pack all our tanks with explosives, drive them into the enemy capital and detonate them!
Sorry, I misread. I thought you were getting at a big attack of all the greens (should have said "all our type X tanks"), and defenses for them. My mistake. It is a good idea all up, I just didn't really see it as functional considering the circumstances both sides were in at the time.
The dwagons had no problem reaching the hex,
The siege hex/es Parson wanted to attack at least. The RCC column was stretched over multiple hexes. GK probably knew which one had command, thanks to the table, and the dwagons might have been able to reach it.
Parson didn't ask permission to do siege attack
A hit and run attack where there as a good chance all the forces committed would survive, as opposed to a suicide attack where most/all committed would certainly be lost.
and dwagons were only vulnerable to archery,
And flyers of which the RCC had a handful (including two high level warlords). I think the command hex would probably be one of the most heavily defended against dwagons just because it seems like sound tactics - cornered opponent who you don't rate as a leader with a bunch of strong aerial units? I know I'd be setting up to stop a suicidal dwagon rush decapitation strike on my command.
those needed could be shielded long enough to get the deed done, not all dwagons needed to be sacrifficed.
If it could be cleared. The explosion here didn't destroy an entire hex, (unless we view a city zone as an entire hex in which it came close). It also featured the explosion happening in a bottle - ground level mostly enclosed space with most everyone close to the point of the explosion thanks to the battle. We'd be needed at least the same number of greens, who would need to get close enough to the commanders to have an effect (exploding in the air overhead probably wouldn't do much).
Once the hex was cleaned wanda could be sent there and mass decroak it, and start sweeping unlead hexes with dance-fighting uncroaked.
There was a lot of hexes (I doubt many of them were completely unled), but that might work.
Having said that, looking again at the this late strip, the exploit wouldn't work. The scale of this explosion was only possible because these are decrypted, when they die as a result of their buddies going off they turn into ash and their gas adds to the explosion. A regular dwagon would get parched not releasing its gas to the explosion.
Good catch, I wasn't even thinking about that, just the problems of getting enough greens close enough to the commanders for it to be worth the risk.
With three warlords in the siege attack in book one, there could be at most three explosions much smaller than this one, probably not enough to wipe an entire hex.
And this explosion was apparently significant because it was a bunch of greens together, who then would have set off other greens not as close, in an enclosed space.
bladestorm wrote:Looks more like a pressurized system with a series of eruptions than a single green exploding with the force of a small tactical nuke. Gut the first green to make him rupture, and he blows up in a small explosion that probably only took out the LFN and whatever happened to be within the AoE. In game terms, they probably have mini-hexes the size of the unit, and the eruption caught everything in an adjacent mini-hex. The way Sylvia had them packed in there, bearing down on the dollamancer, it probably took out at least one more cloth golem, two more greens, and a red. Those two green erupted with the same force, setting off a chain reaction. The Friendly Pyre effect looks like a central explosion, surrounded by newer explosions that are in the process of expanding rapidly.
Individually, such an explosion may not be that bad. Cram a bunch into a small area, and you get chunk salsa real quick. It also accounts for the multiple sound effects and explosions all around the garrison and up into the throne room.
As for the burning dwagon parts, not all of the dwagons were decrypted. At least one green on page 96 is depicted as not decrypted. Panels 3, 5 and the one closest to Ace in Panel 9.
So really, not much of a huge change in the rules all of a sudden.
Too bad I let my Tool membership lapse. The panels that got redone may be very interesting.
My reading of it as well.
And so my time with the Tardy Elves draws to a close, and I am let to ponder how the experience will... eh, I'll finish later. No need to rush.