0beron wrote:and this is why we use Chrome, or at the very least, Firefox :p
The Colonel wrote:Side: Erf-Command
Leader: Kevin Crossett
Favored Terrain: none
The wave of raw recruits that make up any army
HP 6, Attack 6, defense 2, Move 6,
Much more specialize soldiers, given better armour to help protect the rookies and to allow them to do their job.
HP 7, Attack 3, Defense 6, Move 6,
Highly trained and lightly armored marksmen.
HP 5, Attack 7, Defense 1, Move 6, Special - Archery
Well trained light infantry, wearing a steam powered backpack that allows them the ability of flight. It makes them incapable of carrying much in terms of weapons or armour.
HP 6, Attack 1, Defense 1, Move 9, Special - Fly, Special - scout range 6
highly trained and highly augmented soldiers.
13 HP, Attack 8, Defense 8, Speed 5, specials - Rider, Ranged
We do everything.
HP 6, Attack 4, Defense 4, Move 5, Special - Builder, fabrication, Surveyor, Leadership
Using recently uncovered ancient technology, distributed to experienced soldiers.
HP 6, Attack 7, Defense 6, Move 6, Special - Flight, Ranged
Small and well balanced though not carrying much in terms of equipment
HP 12, Attack 7, Defense 7, Move 7, Special- Ranged, Siege
Heavy Weapons Platform
The ultimate weapon, fast, powerful, large and carrying enough firepower to smash small cities
HP 18, Attack 16(24), Defense 16, Speed 12, Special- Ranged, Siege, Lightning
A basic fast transport craft with some minor armaments
HP 6, Attack 1, Defense 4, Speed 10, Cargo 8, Special- Water capable
An average craft nearly capable of equaling the Searanger's speed but with double the capacity
HP 8, Attack 7, Defense 5, Speed 8, Cargo 16, Special- Water capable, Ranged
A large, well armed and slow craft
HP 12, Attack 12, Defense 12, Speed 7, Cargo 32, Special- Water capable, Ranged
Yes, It has a theme. I'm hoping to start on an island
Kaed wrote:Whoop, wow. Yeah sorry Oberon, the high mountains thing was something I actually intended to address some time ago but forgot. High mountains are -Impassable-, even by flying units. There is precedent for this in Erfworld - Faq is only accessible through a single mountain pass.
Kaed wrote:Aaaand... no sorry. Knight-infantry are still infantry. Their whole point is that they need leadership. Really the only reason you'd get flying for your Knighs is to let them ignore terrain when moving to a combat situation and tactical deployment of their position. By a warlord, not themselves. They still have only 5 move, man... they will need to have a mount to keep up.
Kaed wrote:-NEW RULING-
Any special unit MAY buy a limited mancy... BUT. The juice cap is sharply limited when you go down to weaker Specials.
Special A/B - 10 juice available
Special C - 20 juice available
Special D - 30 juice avalable
This should allow you to be a little more creative if you want, but still not overbalance things by allowing you to have A/B units capable of acting like Archons
0beron wrote:Yup that's totally fair on the Leadership thing. If I so chose though, COULD I swap out Rider for Flying?
Kaed wrote:Alright fiiiine. But you really really won't have Rider anymore. I hope you know what you're doing.
Kaed wrote:0beron wrote:Flying/Ranged
WOAH okay sorry man. This is what happens when I try to make special exceptions. That is quite literally the exact combo I was having balance nightmares about when I redid the knight infantry. I'm sorry to retract my own ruling, but I really can't be making exceptions like this even when my natural niceness makes me want to.
I hope you realize why a flying archer who can't be easily knocked down by say dismounting them gives me the weeblies.
The Colonel wrote:Git it, cutting the airborne trooper. Sad, I used to laugh at Chryssalid with em.
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