The bushes look nice. Nothing more, nothing less.
The mountains have gone away for now, I'm trying to just work with 3 fairly basic terrains--high-ish, foresty-ish, and soggy-ish, so hills, forests, and swamps. I don't want 6 or 7 Terrain Types when 3 do just fine.
There are no plains because I feel like forcing us to work with a wasteland.
Once you capture a fortress, you can use it as a fortress--if I want to move through that hex, I need to retake the fortification.
The base camp is at A1, but the fortresses do have the road continuing through them and provide a level of protection from my units.
The Archer-Cavalry-Infantry rules are just thoughts, as a concept for BLAND. They don't reflect what's going on in this game. At all.
I agree on the point about Ranged units, but I think that zil's Special Retaliation (specifically the friendly fire bit) might help to take care of that. We'll see.If the stacking structure in the post above the combat post is correct, then Nonmine will croak a Guardsman and a Bezekiwa, no other units take hits.
I don't really think that this map needs mountains... and as far as explanation goes, I'll post my campaign blurb after you guys win this test and then let you ask questions. For now, let's focus on croaking each other's units.
Edit: Oh, what the boop, I'll post the campaign blurb now. You're almost done with this campaign anyways, and I have one turn until I lose. Ahem:
"Having taken the base camp of the Gobwin Knob Expeditionary Defense Force, the Northern Alliance gazes upon a wasteland of Forests, Swamps, and Hills. There is a single, massive trail stretching from Orgchart to their base camp, and they know that three great Unaroyal fortifications await them. This is the Broad Way, the last line of defense against the Mono Polians, Unaroyal's oldest enemy. The fortifications fell into disuse following GK's first capture of the city, and the RCC I cleared them easily. However, the fortresses which dominate and control the Broad Way now seem to be in excellent repair. Worse yet, Gobwin Knob has not only the murderous defenses of the fortresses, but Mistress Wanda has fielded 5 other types of Decrypted units to defend the Broad Way, though the Uniepegataurs have been recalled to join the attack on Unaroyal."
As the blurb implies, I'll have some "natural" fortress defenses--the kind of thing that Sizemore might have made, Trebuchet style things, I'll scratch the Uniepegataurs and, to highlight the desperation of Gobwin Knob escalating, 5 other types of Decrypted units will appear. In effect, I'm redesigning my forces, as well as adding 5 more units to increase my versatility. I'll post my entire listing of forces for the next game right now, in H-A-D-M format:
Decrypted Infantry: 4-4-4-2, Cost=10. "The bread-and-butter of every army, Infantry is a cheap, valuable source of melee protection. In the case of Decrypted Infantry, we have the bread-and-butter pulled out of every army and put into nice, new livery."
Decrypted Archery: 4-6-0-2, Ranged, Cost=15. "Archers are an excellent force to have in an army, able to perform hit-and-runs on melee stacks. For all your Chief Warlord assassination needs, nothing beats the Mounted Archer!"
Decrypted Sourmander: 8-8-5-3, Ranged, Cost=35. "Sourmanders are a keystone in Jetstone's army. However, these Sourmanders are fighting against Jetstone's ally, so there is something wrong here."
Dwagon: 16-24-4-5, Ranged, Flight, Cost=150. "Dwagons are the signature of Gobwin Knob. Tamed by one Arkentool, they are used in conjunction with another Arkentool's units to provide devastating damage."
Decrypted Cheezburger: 30-10-5-2, Cost=150. "It would appear that an attack on the PRLC is underway, because Decrypted Cheezburgers have appeared, fighting against the MCC:N."
Decrypted Fawie: 2-3-0-5, Ranged, Flying, Cost=15. "Tiny archers, they lie in wait in bogs and forests to hunt humans."
Decrypted Orange Lancer: 6-6-5-5, Cost=35. "Orange Lancers are the signature unit of Unaroyal. However, their name loses some effect when they are Decrypted."
Machine Gun: 13-19-1-0, Ranged, Cost=50. "Unaroyal Defensive artillery, these are placed in the heavily entrenched sections of the Broad Way. Though they should have been destroyed on being captured, most Dirtamancers can repair them."
Decrypted Flutterbys: 8-10-5-3, Ranged, Flying, Cost=50. "Slow moving flying mounts, their wings are covered in scales which are fired at their foes."
Decrypted Horse Artillery: 8-12-4-5, Ranged, Siege, Cost=60. "Is Gobwin Knob attacking Escotia as well? Those uniforms are definitely in Escotian style, if in different colors..."
The cost of Siege is Attack, if you want to check my costs.
"The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer