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				January 4th, 2008, 05:11 AM
			
			
			
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				 Re: One map move, and what it it means 
 But the Crone pretender has mapmove 1.
 I think it's largely impossible to work out the individual reasoning behind the mapmove of each unit. Not to say that some units shouldn't thematically be mapmove 1, it's just that you can usually argue these things either way. Witches are outdoorsy types vs witches are old, frail and typically depicted as staying put in their witchy hideout somewhere on the fringes of society.
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				January 4th, 2008, 07:32 AM
			
			
			
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				 Re: One map move, and what it it means 
 Sombre: I guess that's my point, in a way.  The mapmove values can be argued either way, and I don't think there is a strong enough link between AP and mapmove to justify many changes that way either.
 The list seems to be mostly mapmove 2 types.  A lot of the mapmove 1 units seem reasonable (Agarthan units sort of suit being a bit slow and plodding strategically, and it seems fair that the Arcoscephalians are a bit sedentary), and giving the mapmove 1 high mages extra strategic speed would be quite a balance change.
 
 QM:  EA Arco's philosophers benefit from a sloth domain - it fits that they take their time moving from place to place.  My bad on the guru/rishi bit though.  I still like the image of a hovering mystic being dragged around on the end of a length of string :-)
 
 It seems to me that there's a difference between being able to hustle at high speed in a fight and being able to cope with a long-distance trek between two provinces.  That's why longdead and soulless get their high strategic move, after all.
 
 I don't see any terrible inconsistency in some types of mage being good at hiking around and others being less good.
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				January 4th, 2008, 09:31 AM
			
			
			
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				 Re: One map move, and what it it means 
 I only just realised that arco slingers are mapmove 1. Why? They are classic skirmishers / light missile troops.
 I'm confused.
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				January 4th, 2008, 12:24 PM
			
			
			
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				 Re: One map move, and what it it means 
 All untrained militia troops, and all independents, have mapmove 1. The Arcos slinger type is the independent slinger type. That's the mechanical reason. As for a thematical one...   |  
	
		
	
	
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				January 4th, 2008, 12:29 PM
			
			
			
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				 Re: One map move, and what it it means 
 It's because they've got rocks in their pockets. 
				__________________Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
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				January 4th, 2008, 01:09 PM
			
			
			
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				 Re: One map move, and what it it means 
 when was the last time you tried marching an army 500 miles?Untrained troops may just not have the stamina (or will) to march that far that fast.
 Just like the reason undead havea mapmove 3 often is cuz they can walk day and night literally, no rests, no meals, no setting up camps for the night.
 Reading the descriptions for LA pythium iirc has some 1's and 2's separated by their ability to be trained to march well, not by major equipment differences.
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				January 4th, 2008, 01:34 PM
			
			
			
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				 Re: One map move, and what it it means 
 None of which really makes sense when you consider the mixed forces usually used.
 Undead shamble on through the night while the cavalry ride far ahead through the day and camp for the night. The mage controlling the undead has flying boots, so he also has map move 3, but he has to fly on ahead to get his beauty sleep, not stay up all night and day controlling the dead.
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				January 4th, 2008, 05:21 PM
			
			
			
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				 Re: One map move, and what it it means 
 
	Quote: 
	
		| Gregstrom said: 
 The list seems to be mostly mapmove 2 types.  A lot of the mapmove 1 units seem reasonable (Agarthan units sort of suit being a bit slow and plodding strategically, and it seems fair that the Arcoscephalians are a bit sedentary), and giving the mapmove 1 high mages extra strategic speed would be quite a balance change.
 
 
 |  I actually agree that most the map move 1 stuff can be justified, individually. But don't many of the map move 2 mages strike you as odd given that many perfectly healthy commanders no where near the age theshhold can only move 1? Nornas, Arcane Magisters, Lore Masters, Sages, Grand Thoumaturg, High Priest of the Sun, Ancestor Smith, Bakemono Sorcerer compared against Spirit Guides, Sequani Stargazers, Earth Readers, and Alchemists of the Five Elements. A durther oddity with the Alchemist of the Five Elements, that he can move only one but the older Imperial Alchemist with more magic moves 2. And of course it's fine to call witches outdoorsy types... but where does that leave poor Marverni's map move 1 druids?
			
			
			
			
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				January 4th, 2008, 05:43 PM
			
			
			
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				 Re: One map move, and what it it means 
 
	Quote: 
	
		| quantum_mechani said: ... but where does that leave poor Marverni's map move 1 druids?
 
 |  They keep getting distracted by the pretty trees and flowers they like so much.     
I agree that how map move is determined is pretty strange. I've found it odd that the afflictions "limp" and "crippled" don't reduce map move, too.
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				January 4th, 2008, 07:07 PM
			
			
			
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				 Re: One map move, and what it it means 
 I guess in the same vein the Spirit Guides spend half their time in a trance, the stargazers stay up all night stargazing and are too worn out to travel in the day and the alchemist spends most of his time stoked up on the latest distillates (the Imperial Alchemist has learnt better with age)    
I guess I view mapmove 2 as a sort of default capability for a healthy, motivated individual (of any age - there are enough elderly hikers out there who I can't keep up with).  Units with move 1 are being slowed down by something, be it infirmity, personality, size, weight or just disinclination to hurry. 
 
I completely agree with Evil Dave that some afflictions should reduce map move (probably to a minimum of 1).  That would be a great thing to mod in.
 
And special afflictions for old age would be cool (if perhaps impossible).  Arthritis could reduce map movement and increase encumbrance in cold provinces, for instance.  |  
	
		
	
	
	
	
	
	
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