@Frostion thanks for the changes!
What are your thoughts about tactics to keep Croatian in the game please?
@Hepps that’s a great new unit. Will it be “relentless” ... because it has a lot of balls?!
Ah, I still seem to be able to make wizards for Saruman (and dragons for angmar etc) with Unlimited Uniques set to off. Is this wrong or have I done something awry?
BTW, I love all the units and the map is beautiful but I was just amused when I imagined Saruman’s halforc playing snooker. See what I mean?
@alkexr ok got it; will turn off unlimited uniques.
Btw are eagles unique? I think High Elves will be tempted to spam the eagles.
Btw the game notes and unit comments are confusing about non-sea naval units. “Placement restriction” doesn’t fully convey “can’t go to sea”. At least it confused my father in law.
Is the battle calculator fully correct? It seems to give generous results to siege units vs walls. Like if you have a 50% shot it seems to assume a definite kill. Or am I mistaken?
Hey, this is a beautiful and fun map. Just coming back to it after a break and all the latest developments. We are only one round in so far. A few queries/comments:
That’s all for now!
We played this again. Lots of fun. The AI is nicely aggressive.
The dragons split fairly evenly but in one game it was I&II&IV against III&V&VI which was a bit disbalanced. Even with the shorter movement range of dragons (which is good), the very high HP dragons are just totally dominant if not facing a similar enemy. Should the dragons be made a little more equal to each other?
The Water Dragon is quite limited and poor value. Not only is it a drawback to be sea-only, it also can’t do a non-combat move after a battle in the way it’s airborne brethren can.
The I dragon isn’t much better than the Elven eagle or Dwarf airship.
Also, the game balance seems to favour Good because Crowton is too easy to isolate and blockade. Can anything be done about that?
@simon33 yes I meant per your first example. If you get 4 hits in the first round (ie you succeed on a 1/6 roll) then the 5 is deducted from the next roll. If you still have 19 power (for some reason you’ve taken no losses) then this reduces to 2 autohits and a 2/6 chance of a 3rd hit.
At outset the 19 power ‘should’ produce about 3.2 hits per round. So having scored 4 hits in the first round, we want about 2.4 hits in the second round.