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Author Topic: Gods Race Rebirth: Dark (Turn 3, Design)  (Read 15156 times)

RAM

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #105 on: March 04, 2018, 05:02:38 pm »

plan Don't Use New Creations for Everything. We don't see our rolls until we field them. We shouldn't overinvest in new technology until we have seen its quality.
3000   1 Bolter
2000 200 Blackscales+ Bronze Blunts+ Adamant Light Chain
1500 300 Imps+ Shadow Blades+ Bronze Light Chain
1500 300 Imps+ Shadow Blades+ Flame Casters
2000 500 Imps+ Flame Casters

Possibly overinvesting in ranged weapons, but I worry about fliers and a strong ranged attack can break a force before they meet.
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Taricus

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #106 on: March 04, 2018, 05:06:38 pm »

It's several minutes for a flame caster to recharge after firing; going heavy on them is a bad idea.

Moreover, we can fix the blackscales if they've turned out bad, it'll just take power from next turn's production phase.

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Plan A (2): Failbird105, Taricus
Plan D.U.N.C.E (1): RAM
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Failbird105

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #107 on: March 04, 2018, 05:22:24 pm »

Correction: it might take power from next turns production phase. Depends on how big the change is.

That being said, I do kinda feel like we should at least have some amount of things we can 100% rely on to not wind up being practically useless besides our champion
« Last Edit: March 04, 2018, 05:24:26 pm by Failbird105 »
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Taricus

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #108 on: March 04, 2018, 05:48:02 pm »

I doubt the blackscales would be useless. And more to the point we also don't know if they turned out brilliantly either.
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RAM

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #109 on: March 04, 2018, 06:21:21 pm »

We do however know that there are a third as many of them as imps. I think that numbers are valuable, overkill and fronts and all that... Granted, equipment costs do increase the value of a few expensive units compared to many cheap ones, but with judicious use of equipment, such as having cheap archers with just imp+caster, then you can still benefit from numbers. If you then get to compare them to kitchen-sink generalists then you can double your numbers for a third of your budget. Granted, this would only be of value if the caster-troops are worth anything, but, well, it is part of our basic package and twice as expensive as a really sharp dagger that can attack, well, a lot more than once every several minutes. I am trusting that we weren't given a complete and total dud here and hoping that the initial salvo will be enough to damage morale and that I have put in enough forces to hold the line while the archers prepare for another salvo. If a battle lasts half an hour, and the archers average a kill once every ten minutes, then that is well worth it. And even then, only a fifth of my budget is dependent upon the things.

And while Blackscales might be possible to fix with a revision, that revision could fail, and their armour and close-combat weapons are subject to the same issue. And certainly they could also be fantastic super-successes, but that is only a chance, and it leaves us with no variation in our forces...

Ultimately though, it comes down to a question of whether or not our starting options are inherently weak. If flame casters keep going to their maximum range and will burn through a hundred blackscales if they all stand in a line, then they are probably worth it. If the projectile travels as fast as the average toddler and inflicts a mild sunburn, then no, they aren't good for much. I don't have a way to discount either of those based upon the description. That is a bit of a toss-up too, which is why I have a mixed force.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
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Taricus

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #110 on: March 04, 2018, 07:16:17 pm »

Those cheap archers have a pitiful amount of firepower given the recharge times on the wands. At some point we do have to sacrifice quantity for quality to some degree. And moreover we have no idea if our foes have done the same package as we have, meaning they could well be aiming to have troops with mass wands, in which our better equipped and touch melee troops dispatch them.

Hence why the blackscales have the flame casters; they aren't vulnerable to being blasted. Get in some tactics to take advantage of their stealth and we'll start stacking the force multipliers on them like mad.
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zomara0292

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #111 on: March 05, 2018, 07:41:21 am »

Quote from: Production
Plan A (2): Failbird105, Taricus
Plan D.U.N.C.E (2): RAM, zomara0292

I am not a big fan of hedging my bets, so this is the most agreeable plan with me. Yes we can fix the next generation with the next update, but I doubt it will be retroactive unless we specifically design it to be. And, depending on how we do that, we may lose a good portion of our investment in the process. I feel, if we are to push forward, properly, we want to have a good variety of units on the field as often and as much as possible. I am hoping to use the next turn to create a half creature between a blackscale and a dragon, though. Once I design said bruiser.
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Failbird105

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #112 on: March 05, 2018, 07:48:38 am »

Doomblade said that if we make a revision to a specific unit it will apply to pre-existing units. It's just if the revision increases the units cost then we will have to pay the extra points. That's pretty much the entire reason I'm going with Taricus' plan
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Doomblade187

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #113 on: March 05, 2018, 10:19:33 am »

The fire casters will punch basketball-sized holes through one average (human) toughness creature and burn the one behind.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Taricus

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #114 on: March 05, 2018, 04:34:18 pm »

I'm guessing that's being reliant on hitting the enemy though, rather than just getting near the enemy?
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Doomblade187

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #115 on: March 05, 2018, 04:56:03 pm »

I'm guessing that's being reliant on hitting the enemy though, rather than just getting near the enemy?
While you do have to aim, they fly... Like a fireball. So pretty fast.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Taricus

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #116 on: March 05, 2018, 04:56:56 pm »

Arrow fast or bullet fast?
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Doomblade187

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #117 on: March 05, 2018, 05:04:50 pm »

Arrow fast or bullet fast?
Arrow fast for lack of a better comparison. It travels as fast as a D&D fireball. Which is similar to arrow fast.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Taricus

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #118 on: March 05, 2018, 05:08:04 pm »

Okay, so fast but not impossible to dodge. As for accuracy?
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Doomblade187

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Re: Gods Race Rebirth: Dark (Turn 4)
« Reply #119 on: March 05, 2018, 05:13:28 pm »

Okay, so fast but not impossible to dodge. As for accuracy?
Good. They go where you point them.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.
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