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Re: Commander Battles
That does give them a lot, but because you can't bring units on the offensive, you are suddenly in a lot of danger from some defensive measures. Ie Charm. Still, that does sound like they are top tier. Keeping them with EA Atlantis, Hinnom, Niefl and the like then.
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Re: Commander Battles
Really if we're talking about EA, any nation with recruitable SCs will dominate in such a game. Fomoria (Air and Death and a bit of water makes for Bless/Mistform/MirrorImage/SoulVortex/Quickness, and Dance of the Morrigans), and Helheim (same with Fomoria, except with Svarts and Earth Buffs and Sabbaths) would both rank up there.
Generally speaking, it becomes a pain in the arse for pretty much everyone to expand, but nations like EA Ermor, Ulm, C'tis, and Maverni (and maybe Sauromatia) take it in the groin. EA Mictlan and Abysia can compensate with lesser horror spamming, but overall, the game goes to recruitable thug/SC nations. |
Re: Commander Battles
Variant on this game: a commander can only lead 60 HP worth of troops, including himself. Giant nations like Hinnom/Ashdod/Niefelheim could only solo, but Marverni could have small squads of elite troops. It *might* still have some of the feel you're going for without eliminating human nations from consideration completely.
I guess castle construction would be a priority in these games. And the micro will quickly get out of hand, because placing 50 commanders on the battlefield is SO much harder than placing 50 grunts. Have fun! -Max |
Re: Commander Battles
What about commanders with over 60 HP? Since that cap would completely bar Golems, Tartarians, Elemental Royalty, even the humble Sea King SC after a bit of experience.
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Re: Commander Battles
I thought about writing a footnote that said "Except that a commander >60 HP counts as only 60 HP, so you can still use SC pretenders etc." but I sort of figured that in practice it would up to the people actually playing the game and I didn't want to clutter my post with footnotes for corner cases. But good for you on spotting that.
-Max |
Re: Commander Battles
Thing is, an HP limit could make sense, even for commanders. With Tartarians, Seraphs, Chayots, etc. cut, along with Niefleheims top commanders, it actually closes the gap. It could work either way, although I would probably bump it up to 70 HP. Maybe involve the square root of HP for the total and cap it at 10, rounding down.
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Re: Commander Battles
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I like your thinking out of the box on this. The thing is it *could* be made balanced with sufficient mods/rules/restrictions. -ssj |
Re: Commander Battles
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Re: Commander Battles
120 is the last number allowed, yes. But 3 creatures with 15 HP each will eat up the entire thing, unless you have a 1-3 HP critter to throw in as well. Basically this encourages SCing. Squaring and then allowing a total would encourage the opposite. My point is that the exact statistic could be played around with.
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Re: Commander Battles
It sounds like it would be easier to enforce if you just make a mod where everyone is poor leaders except SCs who have 0 leadership. You could write a script fairly easy that would generate the code to set all the commanders to #poorleader and then manual change the SCs such as Niefel Giants etc.
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