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Re: Dud nations
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Re: Dud nations
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Re: Dud nations
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Re: Dud nations
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#charge would give the pikeneers one stronger attack (although it would be much weaker than a knight's charge). Oh, and according to the mod manual: 4.24 #flail The weapon has an attack bonus against shields. I don't have my Dom3 manual with me, so I can't check if it has the details of the ability... Seeing as I'm misremembering lots of things recently, my earlier post about flail-pike vs knight is probably wrong. #flail doesn't negate the shield, just has a bonus (static? dependent on parry value?) against shielded troops. Also, it seems repel doesn't AUTOMATICALLY deal that 1 point of damage, but the defender has to overcome the attacker's protection as well. From the Dom:PPP manual: 20.4.9 Repel If an attacker strikes at an enemy with a longer weapon he might be repelled and possibly lose his attack. This is worked out as follows: A: Attacking , D: Defending A strikes but D has a longer weapon. D makes an immediate attack vs A. If it is a miss A will continue his attack on D. If D hit A with the repelling attack A is forced to make a morale check or lose his attack on D. If A makes the morale check he strikes D even thoughD has placed his weapon between him and A. D generates a damage value and A generates a protection value. If the damage value is greater then the protection value A takes one hit point of damage. A can now make his strike. Repel is most effective against light and cowardly units. Natural weapons such as claws and bites have a length of 0 and are easy to repel. |
Re: Dud nations
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Re: Dud nations
What makes length 0 "weapons" easier to repel than a spear (length 4) when you have a pike (length 5)? I cannot see that in the description except that it states it to be so.
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Re: Dud nations
I still don't 100% understand that. Is the most damage a repel can do 1 damage then? I mean if A attacks, D launches his repel attack and hits, then A fails his morale check, is that 1 damage max, or is it a standard hit from the weapon?
It doesn't make sense that he would take less damage purely because of his morale, so I'm guessing repel either does 1 damage and stops their attack, 1 damage and doesn't stop them, or fails completely. If that's the case, increasing the damage dealt by long weapons wouldn't aid repel, but adding to attack would. One problem with the system seems to be that repelling a 0 length weapon is equally as easy with a 1 length weapon as a 6 length weapon,... and 1 length weapons are more likely to have an attack bonus. |
Re: Dud nations
ME Ulm is pretty clearly themed around the Holy Roman Empire and the contributory German states out of which it was made.
But like the historical empire on which it is based, the Holy Roman Empire didn't really succeed in getting anywhere because it's armies while well equiped and very large were not invincible or even any more successful than it's neighbors. What i'd like to see for ME Ulm, following it's Imperial theme, is an emphasis on Crusading and, perhaps, and a bit of spice in the Lombard/Italian flavor. Condottiere mercenaries and sacred and/or morale boosting Crusading units would be very helpful. |
Re: Dud nations
Pikes
Everybody look at me ! How about making ALL cavalry Animal ? Then you could have very interesting effects with Animal Awe ! As a quick, dirty hack you could give all pikineers Animal Awe. |
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