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January 4th, 2008, 07:32 AM
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Major General
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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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BANNED USER
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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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National Security Advisor
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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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General
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Re: One map move, and what it it means
It's because they've got rocks in their pockets.
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January 4th, 2008, 01:09 PM
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Corporal
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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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Lieutenant General
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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.
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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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Corporal
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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?
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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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Major General
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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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January 4th, 2008, 09:45 PM
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Lieutenant General
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Re: One map move, and what it it means
Quote:
Gregstrom said:
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.
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That's fine, as far it goes, but some commanders are much more of a stretch to be map move 2 than others. What it boils down to is that while I'm sure IW had some rational for each of the units they made map move 1, I don't think they really went back and compared them to units which should have also been map move 1 for the same reasons.
Quote:
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.
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It's not moddable, and even if it were easy for IW to do, I doubt it would happen. People would get far to annoyed hunting for the one crippled troop slowing down the whole stack.
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