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Poll

Which feature are you looking forward to most for future versions?

Hand Crafted Maps!
- 1 (14.3%)
No more Hasting Bezerkers!
- 1 (14.3%)
All these new units!
- 2 (28.6%)
More Game-Modes!
- 2 (28.6%)
I love everything equally!
- 1 (14.3%)
I hate it all... V.2.0 was the best.
- 0 (0%)

Total Members Voted: 7


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Author Topic: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 12]  (Read 19327 times)

Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #150 on: October 30, 2012, 07:40:22 pm »

So, to confirm, if I move to the positions the assassins were in the turn prior to them going invisible, they can't pop out of invisibility (forcing them to move out of the Beserker's squares) AND still use their backstab ability without being hasted? Because units can't normally move and attack in the same turn? If so, my turn is as follows:

C2 casts Haste.
C4 moves to c2 and casts Haste.
C3 moves to b3 and casts Heal at B4.
C1 casts Heal at B4.
B3 moves to e3 and double attacks the Paladin.
B4 moves to d1.
B2 moves to a6 and attacks the Archer.
B1 moves to b6 and attacks the Archer.

If not, that will need some revisions, because ouch, I can't take archer fire AND backstabs in the same turn.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #151 on: October 30, 2012, 07:44:47 pm »

That's a fair point. Yep. But ONLY because they've only ever occupied their starting squares. In any other situation they would be able to backstab and be moved in the same turn. I'll do the update tomorrow.


*RULES UPDATE*
We now have little green things to use. Goblins and Wanderers are both new units. The rules have also changed slightly so check that out if you wish.

Goblin: [ L ]: These small creatures are vicious and cunning. While physically weak their main strength is their numbers. Their favorite tactic is to swarm their enemy preventing their escape.
Movement: 2
Range: Adjacent
HP: 5
Attack: 1
Abilities:
[1] Goblin Swarm: If two goblins are on opposite sides of an enemy unit the enemy unit is incapable of movement.
[2] Goblin Tactics: If two goblins are on opposite sides of an enemy unit each goblin’s attack power is doubled.
[3] Small Unit: This unit only counts as ½ a unit when selecting your army. [You automatically get two goblins.]


Wanderer: Melee [ E ]: Nomadic mercenaries who have spent their lives wandering the harsh terrain of the deserts.
Movement: 3
Range: Adjacent
HP: 6
Attack: 2
Abilities:
[1]Pathfinder [Range: 5]: The target unit is not affected by Rocky Terrain or Dense Vegetation’s movement penalties.
[2] Sure-footed: This unit is unaffected by Rocky Terrain or Dense Vegetation’s movement penalties.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #152 on: October 30, 2012, 07:57:29 pm »

Neat.

Will we ever see units, say, of 1.5 or 2/3 units' cost? Have you considered just scrapping the "X Units" system and having, say, goblins cost 2 points, dragons 20, trolls 10, warriors 5, knights 8, peasants 1...
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Sig
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #153 on: October 30, 2012, 08:10:02 pm »

I get the feeling you don't like the 8 unit sytem. I personally like it but I'll consider changing it. I can see some benefits to it.
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Tsuchigumo550

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #154 on: October 30, 2012, 08:35:20 pm »

I'd just run in with a single cleric.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #155 on: October 30, 2012, 08:36:52 pm »

It's not that I don't like it, but when something like a third of the units cost more or less than one unit, it makes sense to consider alternatives. And the question about 1.5 or ⅔ units was an interested inquiry that was typed before I thought of the possibility of points.
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Sig
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Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #156 on: October 30, 2012, 09:33:02 pm »

Points systems sound good on paper, but are ultimately harder to balance since there are vastly many more possible army builds. If, for example, you get 40 points, you have to somehow balance 2 dragons vs. 4 trolls vs. 5 knights vs. 8 warriors vs, 40 peasants vs. 20 goblins vs. 1 dragon, 1 troll, 1 knight and a goblin vs. 3 peasants, a goblin, 2 trolls and 3 warriors, etc. etc. It's a nightmare.
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #157 on: October 30, 2012, 09:36:10 pm »

Wait but if I can't backstab that means my unit is useless and it's not like I could've really moved him without dooming myself to death the one that can backstab you are the ones that you boxed in. If I can't he can kill me screwing me over just as much so in other words one of us is screwed here and really not being allowed to use my units attack because they couldn't move is kinda unfair. Really I'm only referring to S1 standing at A6 plus with the way the description backstab describes is that the backstab itself pulls them out of the invisibility meaning they have to be there to attack like that. Again I'm only referring to one the others are fine just S1. He couldn't do anything without dieing from the damage would do or cloaking. Finally I can't remember but attacks can't be diagonal correct?
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Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #158 on: October 30, 2012, 09:44:04 pm »

You can still order S1 to a5 next turn and then backstab on turn 3. You just can't attack this turn.

Despite Nerjin stating that diagonal attacks are allowed in a prior post, the most recent ruling (and the only one used in resolving turns) is that diagonal attacks are not allowed.

E: That said, if it were up to me, assassins would be forced to move to some legal position for them to be unstealthed in, not their last legal position.
« Last Edit: October 30, 2012, 09:49:45 pm by Grek »
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #159 on: October 30, 2012, 09:49:06 pm »

Okay I get that but two things 1. If that happens you will have more than enough time to kill my archers because they can't attack at range 1 meaning they can't attack you 2. It's not my fault you bum-rushed him on the first turn making me do this I would've done other things but he's kinda stuck between one murderous barbarian and another murderous barbarian. Or in other words this happening means my army is screwed. Unless Archers can attack diagonally assuming it would count as two spaces instead of one. Edit: Also that assasin will die when he attacks as well he has I think one health the attack takes two when you do it therefore he will die.
« Last Edit: October 30, 2012, 09:52:40 pm by zacen299 »
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I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,

GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #160 on: October 30, 2012, 09:53:13 pm »

Points systems sound good on paper, but are ultimately harder to balance since there are vastly many more possible army builds. If, for example, you get 40 points, you have to somehow balance 2 dragons vs. 4 trolls vs. 5 knights vs. 8 warriors vs, 40 peasants vs. 20 goblins vs. 1 dragon, 1 troll, 1 knight and a goblin vs. 3 peasants, a goblin, 2 trolls and 3 warriors, etc. etc. It's a nightmare.
Since the units system has varying costs, doesn't that already need to happen? Come to think of it, doesn't that need to happen due to multiple unit types?
It wouldn't be any different, it would just let Nerjin adjust unit costs more finely. "Hm, with the new spell rules everyone's stocking up on mages...I'll raise their cost 20%, should work." On the other hand, about all the unit-based system let's you do is nerf the mage or buff it significantly until it's worth two. More options=good.
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Sig
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #161 on: October 30, 2012, 10:24:16 pm »

Okay I get that but two things 1. If that happens you will have more than enough time to kill my archers because they can't attack at range 1 meaning they can't attack you 2. It's not my fault you bum-rushed him on the first turn making me do this I would've done other things but he's kinda stuck between one murderous barbarian and another murderous barbarian. Or in other words this happening means my army is screwed. Unless Archers can attack diagonally assuming it would count as two spaces instead of one. Edit: Also that assasin will die when he attacks as well he has I think one health the attack takes two when you do it therefore he will die.

I'm thinking that the actual problem is that I have an overpowered combo (Hasted Bezerkers) while half of your units are seriously underpowered (the Assassins) AND that you had the misfortune to start right next to me AND that we somehow got the only reasonably large stretch of open terrain between us. If it had happened any other way, you could have stealthed and moved your assassins before your opponent could get over to you and things would be different.
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #162 on: October 30, 2012, 10:36:37 pm »

Well there is another problem besides that one. You have the one group my assassin will do even half decent on because you have no range. Anyone with even one ranged unit can murder an assassin. You'd just move one space every turn until the stealth breaks and then attack him you on the other hand are using a group of all melee that screws you over when it comes to them and vice versa for me if I don't stealth or in other words he stuck the two worst people together.
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I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,

Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #163 on: October 31, 2012, 12:12:13 am »

Well there is another problem besides that one. You have the one group my assassin will do even half decent on because you have no range. Anyone with even one ranged unit can murder an assassin. You'd just move one space every turn until the stealth breaks and then attack him you on the other hand are using a group of all melee that screws you over when it comes to them and vice versa for me if I don't stealth or in other words he stuck the two worst people together.

Because I have Bezerkers, I can attack you and then move back one. Which is alot like stepping back and shooting you from range, except in reverse order.
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #164 on: October 31, 2012, 12:25:49 am »

wait can they do that in reverse order? also it only works for when they're stealthed is what I meant. I mean they go stealthed and you just back away from where they were until they unstealth then shoot them
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I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,
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