Taikei no Yuurei wrote:That works well for stacking where no leadership is concerned, but it doesn't make sense if you have... say a leadership 5 unit in the mix. Then you'd want all 16 stabbers under him regardless, which would make the stacks of 8 far less common. Even if you're comparing a leadership 5 unit to a leadership 3 you're looking at a significant advantage having everyone under the 5 as opposed to splitting them up between the 5 and 3. That's why I think there might be diminishing returns on everything (the stack bonus, leadership, etc.) when going above 8.
Taikei no Yuurei wrote:And as for the specials: Dwagons are mounts, and Unipegataurs are fliers. Dwagons might also be heavy, as they're roughly the size and strength of Megalogwiffs... which are certainly heavy flying mounts. Might be that they get to mix and match 5-6 of those for their special units though. It also seems to be based on the individual city as opposed to the side, as there was mention of GK razing cities that 'didn't produce good units' and then rebuilding them to what sounds like a side template, but yeah, likely the side gets a limited selection and can simply use other sides' selections if they capture their cities.
Taikei no Yuurei wrote:I'd have to look through the various tribes. Only ones I can think of off hand though are the marbits, the gobwins, the various elves, the hobgobwins.... and the giants.
Taikei no Yuurei wrote:That seems to work out, if only just, of course that doesn't exactly leave much advantage to having a bunch of warlords as we've generally seen on all the sides. With those kinds of numbers, seems like you'd be much better served popping out an extra stack of units than a warlord to lead them. I think getting this to work out properly will require some real thought.
Taikei no Yuurei wrote:10? I suppose we only know of a small handful specifically, but it always seems like there are a ton of level 1-2 types running around based on various statements. I mean FAQ doesn't seem to have more than 2-3 stacks of units and it has 4 or so warlords. I wonder if the chief warlord bonus and individual warlord bonuses stack, and to what degree. I think the side wide bonus stacks with leadership, but I'm less sure about the hex wide one. If the hex wide doesn't, could just be that they were counting on Ossmer having a higher hex bonus than most of their warlords could provide.
Don't forget that in addition the the rules about Move which control whether or not a unit can enter a hex, each hex is also a physical piece of land in the shape of a hexagon. When that land is full, of course no more units can enter a hex unless they are flying or croaking units to make space. Also remember that if your units fill a hex from wall to wall there is no way for your units to move to defend themselves when attacked; they would be like fish in a barrel on the enemy's turn.Taikei no Yuurei wrote:Does anyone think there might be a maximum number of units a side can have on a particular hex?
Lilwik wrote:Don't forget that in addition the the rules about Move which control whether or not a unit can enter a hex, each hex is also a physical piece of land in the shape of a hexagon. When that land is full, of course no more units can enter a hex unless they are flying or croaking units to make space. Also remember that if your units fill a hex from wall to wall there is no way for your units to move to defend themselves when attacked; they would be like fish in a barrel on the enemy's turn.Taikei no Yuurei wrote:Does anyone think there might be a maximum number of units a side can have on a particular hex?
Taikei no Yuurei wrote:Edit: So, reading through the updates a bit, I noticed something weird. Which is that there are several instances of a side's main army being strung out over multiple hexes.
Taikei no Yuurei wrote:Yeah, that was kinda my thinking is it might be some kind of physical limit, but then what happens if an enemy tries to attack? Would it be possible to overstuff a hex so an enemy couldn't attack or does erf limit a side to about 1/2 the max capacity of a hex? Also, hexes are huge, while you could fill them I think it would require more units than any side has, based on things like the several thousand spacerock was stated to be holding.
So yeah just seemed like an odd tactic.
Yes; that's probably why hexes are never packed or even nearly packed. When it's not your turn your hex is the only space you have to maneuver in combat, so you want to preserve your ability to take cover, make small retreats, and other battlefield tactics. If your hex were filled so tightly that none of your units could move anywhere then the enemy could stab the units on the edge from across the hex boundary, and when the edge units croak the enemy can fight its way into the hex by walking over the bodies.mortissimus wrote:But can the enemy enter the hex if it is packed?
They should get at least the same defensive penalty if part of the crowd is made of enemy units. Whether you are trapped by your own units or enemy units you are still just as trapped, and it's even worse when the units that won't get out of your way are trying to stab you instead of just being unable to move.Taikei no Yuurei wrote:Maybe there are a limited number of stacks from a particular side that can be in a particular hex before they start getting some sort of penalty for being overcrowded.
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