I don't see any problems with you giving us the ability to raze cities. The numbers seem right for it. I do, however, wish for a "delevel" mechanic. (IE. If we want to change Tenebris from a 5 to 4 with out a "delevel" mechanic, according to the razing rules, we would have to first raze the whole thing for 42000 and then rebuild for 31000, netting us 11000 or 44% of the cost of raising it to level 5 from level 4. To "delevel" it to 4 would be to get a bit more money out of it.)
MarbitChow wrote:That was prior to Nnelg's suggestion that ballista & catapult get limber/unlimber actions to transition between move & fire. Now, a catapult / ballista would need to move into range (I'm assuming 24 squares plus 6 squares per elevation, and giving Fire attacks 18 squares plus 4 squares/elevation), and limber, then load, then fire. That gives defensive catapults / ballista 1 or 2 shots to kill operators. It also gives an advantage to fliers who can shoot at grounded archers from out of range.
I am forced to ask how far Logan's Run's wall is from the hex border. Could we take this city by just sending in Cupid? With enough space between the wall and the hex border, he could do it alone. He'd be an elevation level higher than the enemy and they wouldn't be able to hit him. Since Logan's Run has no door, the enemy archers can't move out of the walls to a place on the ground where they could hit him. They could retreat to the cover of the houses, but that denies them the opportunity to shoot at our troops advancing across the field.
Also, we're going to be popping a lot more fliers in coming turns and making sure every city we have is equipped with a tower.
MarbitChow wrote:How about a compromise:
Archers can target squads w/ Support / Coordinate, but Support / Coordinate only grant +1 Combat / +0 Defense when used with Fire actions, and we require that all Combat Modifiers only apply to units in the same squad, so that limits the craziness even further. So, it can still be used, but unlike with Melee attacks, you can't finesse the position of the target to do as much damage. A paragon archer in a squad of skilled Level 2s could still get +28 Combat for his 2 shots, and the units don't suffer any defensive penalty.
There goes a plan to use Bill's skele archers to boost an array of level 4 characters with fire at Logan's run. Now they can only boost Bill. (I assume the word 'stack' could easily be replaced with the word 'horde' in the above quote.)