Quote:
Graeme Dice said:
Quote:
Chris Adams said:
- More targeting options. Just about every army in the history of time has recognized the value of targeting enemy commanders
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This was purposefully removed, as the presence of this order in Dominions I made it a necessity to have a storms in virtually every battle, as otherwise your commanders were picked off in the first turns by flying troops.
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I just think that's the wrong way to solve the problem as it's too obviously an arbitrary restriction; I'd prefer less blatant approach like giving commanders more defense options and making bodyguards smarter. It seems entirely reasonable that an army with flying troops should be able to have them attack the enemy's command structure - it's such a time honored, proven tactic. The answer could be protective gear and better bodyguards (e.g. perhaps a commander gets a certain number of "ablative henchmen" who increase his defense value and take the damage from an attack which would otherwise have hit the commander - basically the secret service guy taking a bullet for the president).
This would also open some interesting role-playing options - e.g. some commanders could have stealth/disguise options ("nobody here but us militia") which another would reject as dishonorable or cowardly and the effectiveness of the ruse would depend on the quality of the attacker's intel (a "suborn bodyguard" attack would be pretty cool, too) and nature of the attack (e.g. a mage couldn't fool another magic user for very long). A beloved hero or religious figure might cause their bodyguards to become fanatical - increased attack / decreased defense because they're too quick to die a martyr's death, etc.