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Which game mode will this test be using?

Allies
- 0 (0%)
Battle Ground
- 0 (0%)
Blood Bath
- 0 (0%)
Capture the Flag
- 0 (0%)
Pain Killer
- 0 (0%)
Random Damnation
- 4 (57.1%)
Rebellion Against the Gods
- 3 (42.9%)

Total Members Voted: 7


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Author Topic: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 6]  (Read 7069 times)

GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #105 on: December 29, 2012, 10:08:23 am »

Well, the Elephant's strengths (toughness and high damage) are darn useful on everything else, too...
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scapheap

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #106 on: December 29, 2012, 10:41:00 am »

They are tanks, lots of hp, ok attack, need support. wipe out my army and now they don't look so tough. Plus the four goblins on the field.
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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #107 on: December 29, 2012, 11:08:04 am »

Their attack is effectively 5, due to their trample ability. That's pretty darn "ok."
I'm not sure if they're OP, per se, but they are definitely going to be part of the metagame. Elephants are strong enough to defeat most units, but against goblins or the more powerful ranged units they're fairly weak; those units are, in turn, vulnerable to the other kinds of units which the elephants are so great against.
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #108 on: December 29, 2012, 11:43:38 am »

 
Spoiler: Scapheap’s Actions (click to show/hide)
Spoiler: RAM’s Actions (click to show/hide)
Spoiler: Kill Count (click to show/hide)

Current Map:



Upcoming Players:
Next: Tsuchigumo
Then: Greatwyrmgold
After That: Javierpwn

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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #109 on: December 29, 2012, 02:12:10 pm »

I like the flavor.
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RAM

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #110 on: December 30, 2012, 01:51:10 am »

Are the changes to dragons going to take place now? Or not until later...

P.S.
 Elephants are *extremely* weak against goblins. Speaking of which, have you considered what would happen if you were up against 12 hasted goblins? Under optimal conditions one elephant worth of goblins could paralyse about 5 enemy units and deal 8 points of damage with 20 HP between them. The only real counter to goblins is obstructing terrain and tight formations, both of which leave you vulnerable to ranged attacks... But back onto elephants, a pair of dwarves or berzerker could perform similarly with nice boons instead of a nasty bane. The elephant is just really really focused at what it does, which is running amok in the middle of an enemy army, unless there are goblins about, then it is just useless...

P.P.S.
 Stupid teleporting necromancer...
 Actually, necromancers seem kind of weak, maybe they should get "half all received damage" or "Do not die above negative three life, but cannot spend life below zero" effect. At present a full-strength one is a one-shot kill to an archer, and all they are good for is a pair of skeletons and a unit with no attack. Spending 2 unit slots on 2 damage and 3 HP seems foolish... A necromancer might be pretty useful if there were a way to heal it, but as far as I can tell, only clerics heal, but that a holy heal would kill a dark necromancer instantly... Maybe if necromancers had a ranged attack that would reduce a living unit's life by one and increase the necromancer's life by one...
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scapheap

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #111 on: December 30, 2012, 03:55:20 am »

True the necromancer feel a bit weak for a large unit.
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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #112 on: December 30, 2012, 08:48:16 am »

Probably, yeah. Maybe give them zombies?

About the goblins: Goblins are weak. They can't get more than a certain number of people attacking one guy at once. Given a cleric or two and a few melee units, and the clerics will heal everything the goblins can do. Terrain would help here.
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RAM

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #113 on: December 30, 2012, 10:06:25 am »

Goblins basically paralyse any unit they surround, two goblins could take out a dragon...
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scapheap

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #114 on: December 30, 2012, 10:19:35 am »

If they not blasted 4 block away first.
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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #115 on: December 30, 2012, 11:13:05 am »

Or if the dragon was distracted and whittled down to two or three health.
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Tsuchigumo550

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #116 on: December 30, 2012, 04:26:57 pm »

I have forgotten what wanderers do.
W2 to E10
T to E11
M to E12 Also forgot mages.
&1 attacks B2
&2 to G9
L2 and W1 up one space


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RAM

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #117 on: December 30, 2012, 10:43:01 pm »

Or if the dragon was distracted and whittled down to two or three health.
The dragon has the same cost as 8 goblins, so even if two goblins taking down a dragon is unlikely, that it is possible is scary. It takes two fireballs to kill a goblin, the proposed changes to dragons would make them wait rounds for a second, giving the goblins time to surround it. The goblins could use terrain to set an ambush, certainly the dragon wouldn't have to walk into the ambush, but if two goblins are holding a dragon at bay, then that is scary. If ever you get goblins on both sides of a unit that is not immune to fatigue, that unit is out of the battle until the goblins can be removed. If everything on the field is dead except for a 40 HP dragon with hostile 1 HP goblins on either side of it, then the goblins win. I could be missing something here, but I am pretty certain that an army of two clerics and 12 goblins would be massively overpowered.
 On the matter of necromancers, the necromancer itself would die to a skeleton, and cannot be healed, so you are going to replace it with 4 skeletons. The advantage of skeletons is that it can stop a single attack to an ally, and that they can be summoned at range, possibly into the middle of an enemy group. I see nothing to stop you killing your necromancer for 4 skeletons. So, in short, a necromancer is not a necromancer at all, it is just 4 skeletons, and 4 skeletons are a lot weaker than most anything, especially 4 goblins...
 One last thing about goblins. At present, indefatigable refers to "spell"s, and being surrounded by goblins doesn't sound much like a spell...
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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #118 on: December 30, 2012, 11:32:57 pm »

I had actually forgotten about Goblin Tactics.

...Why aren't there more position-based bonuses? Flanking gives you +1 Attack, attacking with a solid obstacle on your opponent's other side has a 50% chance to undo 1 damage, etc. Both of those examples would be changed for goblins--they get +2 or +3 from flanking, and can ignore the penalty for attacking with your enemy's back to the wall--they were born and raised in tunnels!
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #119 on: December 31, 2012, 01:22:11 pm »

 
Spoiler: Tsuchigumo’s Actions (click to show/hide)

 
Spoiler: Kill Count (click to show/hide)

Current Map:



Upcoming Players:
Next: Greatwyrmgold
Then: Javierpwn
TURN SIX STARTS
After That: Scapheap
Spoiler: Nerjin’s Thoughts (click to show/hide)
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