Bragallot wrote:Does this clone / relative / whatever have a first name or is he just called 'Karl' as well? I must have missed it up till now.
Quickly reread the battle report. *afterthoughts coming up*
I'll remember he has Jedi powers for the next game
4d6 armour lol!
How does that Divine Boost ability work exactly FISH!!! ? It's interesting and one of my mistakes made in this battle not to use it... Ehh, when I covered Sir Pablo's men I first had some Paladins scheduled too, then scrapped them, now decided to maybe do them anyway since your new design for them is top class usage of the last castle line. So that's why I'm asking.
After rereading this 'in context' and seeing what we were up against from the start I'm actually quite glad we at least managed to stop them from taking the plains. No innocent townsfolk exposed to the undead yet and no terrain lost, which is why we're fighting, right? The death of a Troll leader is a nice bonus and I hope we won't be seeing him again, he was one mean piece of work.
I was probably being too positive seeing how I'd almost taken out two teams with just the Titan and Von Brag with no casualties to stand against it though still at some point victory was within reach, but Warhead's mass-death spell (that also allowed him to escape just when we had him) was the turning point. Hats off for him to still manage to fight back so hard after all that though. If I hadn't made the mistakes I did (not moving the titan so Munchy could keep tackling it which killed my mech, not stressing the squads should support each other when they moved in so I got my pikemen massacred) that might've just made the difference.
About the healing thing though, the undead / dark elves healed no less than 15 of their guys this battle, which is entirely in their right to do, but I do think it had too much of an impact, likely because it was too easy for them to heal, which kinda sucks because it almost forces you to start healing as well to keep up the difference and limits the usage of more 'creative' spells since these get nullified if healing is so imba.
Since fantasy Brikwars requires specific rules and I'm lucky to have other Fantasy-inspired people with good ideas on this forum I'm willing to discuss if we should limit it somehow (I think we should), and how.
Nothing too big since I'm not AGAINST healing but I think useful limitations could be:
- The fig that is to be healed should be whole (so no healing decapitated ones and stuff)
- A healer / deadraiser cannot move after he's healed a fig / attempted it.
- The healer / deadraiser has to get within 2" to heal a dead fig.
- Healing more powerful units should be harder
- Units that aren't specifically healers (like random mages or mage heroes) have a 1 round cooldown to healing, meaning they can only heal once every two rounds.
- A healed fig can only make an action / move the round after he was healed. However he can set up a response action.
One I'm not sure about since I'm quite happy with the limitations I've already thought of, but still, another idea:
- A fig can only be brought back from the dead once.
Users browsing this forum: Google [Bot] and 3 guests