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Velociryx
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of Candle'Bre
Apr 1999 time: 05:13
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I consider this thread to be something of a "middle man"....a place for me to put official changes to the structure of the core rules before they make their way into the core rules document.....mostly, this is so I don't forget things (cos I am a scatterbrain sometimes), and it's also helpful for those following the development of the game to see how the ideas change and mutate with time and testing.
Having said all that, here goes:
1) Praetorians are overpowered!
Their cost needs to be increased to 18, and their stats changed to 4/12
Praetorians have no special abilities, and do not gain the benefits of increases to A/D due to technology.
*Note that this may still make Praetorians overpowered, and if so, then they ought to simply be cut from the game entire. The Council of Seven is quite strong even without this special unit, and the loss of it would not unhinge their game in any way.
2) Garrisons in Core Territories at game start.
In order to prevent early game "cheese ball" attacks on unguarded provincial borders in the first few turns of the game, core provinces should begin with 5 garrison units each. Garrisons cannot move, have a defense factor of 8, and each turn, one of the garrisons "retires" (simple counter that removes one per turn). In this way, each player has an equal window of opportunity to build and get their defenses up before the badguys come knocking in earnest.
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:13
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Sorry for the confusion...yep...when wall units are present, archers MUST target them first....they could theoretically use a precision strike, but in this case, it would work against them, as they are forced to target the wall units anyway until none remain.
Other changes I've been mulling over:
At the same tech level that allow infantry the charge/flank ability, I'm seriously considering giving cav +1 movement....this would preserve their role to a degree in the late game (but for the most part, cav and mercs have been left far behind by the late game....infantry and skirmishers dominate, with archers in support). Still, this gives cav a stellar support role, late game.
Also....one small, but important clarification re: cav charge ability - Cavalry can both charge AND execute a precision strike at the same time. It should be noted that this ability is unique to cav, as well. (this makes cav the ultimate "sweeper unit" - vulnerable to precision strikes by other cav and by archers, it's true, but when they hit, they can REALLY rip the guts out of an enemy army.
-=Vel=-
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