Battle Rules
Jul 27, 2018 11:36:07 GMT -5
Post by samuraigaiden on Jul 27, 2018 11:36:07 GMT -5
Jul 27, 2018 1:29:06 GMT -5 @deadskinmask22 said:
but the reason i say it would be op is because, you simply charge, do 180% more damage, potentially confuse the unit. then back up next turn. then do it again. making the unit being attacked nothing more then a punching back that can not fight back.I mean...that is a legitimate strategy. Confuse a unit with a charge, withdraw, then charge again. It's also a strategy you have to consider strongly, because while it is 180% damage, it's also a turn of no damage because you move away from the enemy.
Likewise that gives your opponent a chance to move a unit in front of the confused unit to protect it, or use Aid to cure its confusion.
Personally, I'd like to see more of the battle tactics adopt that kind of feature to it. Something where it's not nearly as much of "Move here, use this skill...then use it again, until unit is dead.
Likewise, you mentioned Ambush earlier as just being a regular attack. I agree that it should be more strategic than that. Perhaps something like this:
Units placed in ambush get, essentially, a free movement turn prior to the battle start. For instance if you want to place a unit in Ambush mode, then you pick a tile on the map in your battle set up and - at a sacrifice of morale - your unit will set up shop there and be in ambush mode.
For instance -5 morale per turn of mobility require to move there 'before battle'. For instance if you have a unit of axemen who can move 3 tiles per turn (give or take terrain) then you can set them up 6 tiles away from your force's starting location at a cost -10 morale (which is 1/5 of a unit's total morale). Likewise we could have the unit lose 2 morale per round that they are in ambush mode - after all, they can't cook warm food, they have to keep low to the ground to keep from getting spotted, and have to be quiet and relatively motionless - which is annoying as hell if you've never done it.
With a unit in ambush mode, if any enemy unit comes adjacent to it (even if mid-movement) then the ambush unit will spring up and do massive damage.
I'm talking something that could conceivably be battle-ending for that unit. 200% damage and confusion status, with the ambushiers taking no counter-attack damage.
It would also, naturally, be defense-friendly so perhaps have attackers able to perform an ambush, but at 1.5 times the normal morale cost.
This goes along with my earlier comments on how I think Raid should do minimal casualty-style damage, but should steal supplies from the enemy unit. So instead of doing 50 damage, it instead only does 10 damage, but steals a round's worth of rations from the targeted unit.
Perhaps, going to an even earlier point I had made along these lines, instead of battle tactic skills just raising the chance of a tactic to succeed (since I think we all agreed on getting rid of the 'need skill to do tactic' thing) - we could have the battle tactic skills modify how a tactic can be used. For instance...
Charge gives +2 mobility to the unit, and increases damage by 10% per tile moved through. As we were just discussing.
-If you have the Charge Skill, you get a +1 chance of it succeeding when used and a chance to confuse targeted unit.
Raid reduces damage by 80%, but steals 20% of a unit's food supplies.
-If you have the raid skill, you may use raid against an adjacent unit before moving - allowing you to perform a hit-and-run attack, instead of a run-and-hit like most attacks.
And while I have this fit of inspiration, I'll move further down the list:
Aid removes negative status effects from allied adjacent units.
-Aid skill increases the range of effect from adjacent to 3 up-to tiles away.
Ambush puts a unit in ambush mode at a cost 5 morale per turn's worth of mobility (7.5 morale per round of mobility for attackers). Ambush units will automatically attack the first enemy unit that becomes adjacent to it for 200% damage and adds Confusion status to it.
-Ambush skill reduces mobility loss by 1 point, and ambushing units can now ambush units who move within 2 tiles.
Battlecry (canwe just rename it Inspire, as well to match the skill?) gives allies +1 to attack, counter attack, and tactics. Lasts 3 rounds.
-Inspire skill gives additional +1 to attack, counter, and tactics.
Charge gives unit +2 mobility and increases damage by 10% per tiles moved through.
-Charge skills gives 10% chance to cause confusion status to target unit per tile moved through.
Confuse causes confusion status in enemy unit. Range of 2 tiles.
-Confuse skill gives +1 to success and increases range to 4 tiles.
Double Attack * Removed - bear with me, I agree with Deadskinmask about cutting Double Attack. Keep it as a duel tactic, but lose it as a battle tactic. See [Harass] below for my further thoughts.
*Duel challenges enemy unit to a duel. Since we're not in the Onin War period anymore, the whole pre-battle duel thing that I suggested might not be the best option afterall. Although the Vikings were still fans of personal combat, so the pre-battle duel may still work. Either way we could also do somewhat of a 'forced' duel chance here to make the action a little more useful or significantly increase the morale drop to make it more of a tasty morsel to accept.*
Fire Attack causes a tile to become engulfed in flames. Flames cause damage to any unit located on the tile or passing through the tile - as well as causes a loss of supplies. Units caught on fire lose % of their supplies per turn. Fire has a [Lead-based] chance of ending per turn.
-Arson skill causes the targeted tile and four adjacent tiles (cross pattern) to ignite.
Harass attacks enemy twice, enemy does not counter second attack. Must be adjacent to enemy and cannot move in same turn as using Harass (i.e. Harass takes your movement action and your attack action).
-Harass skill allows unit to move at -1 mobility before attacking, increases success chance by +1.
Heal causes 3% of allied troops to recover from their injuries; must be adjacent to ally.
-Heal skill causes 10% of allied troops to recover; may be used up-to 2 tiles away.
Jeer discourages the enemy and causes their morale to decrease by 5 points when used. Range of 3 tiles.
-Jeer skill causes adjacent enemies to lose 1 point of morale per round. Enemies are affected if they become adjacent to this unit at any point during round.
Rally causes an allied unit to increase in morale by 5 points. Range of three tiles.
-Rally skill causes adjacent allies to gain 1 point of morale per round. Allies are affected if they become adjacent to this unit at any point during round.
Riot * Removed - perhaps we should just have the Confuse skill and get rid of riot? It would still be a KT action, but no longer a battle action.
Taunt causes an enemy unit to move towards you and attempt to attack your unit, also gives them Enraged condition. Range of three tiles.
-Taunt skill increases chance of success by +1 and increases range to 5 tiles.
Thrust causes the enemy to move away from your unit 1 space (you take over their tile). If pushed into an obstacle there are affects on the unit: Water causes damage as some soldiers drown, another unit causes both units to take damage as they crash into and fight each other. If the unit is pushed into a wall tile, it receives extra damage but does move because it can't pass through a wall.
Volley allows ranged units to hit multiple units per turn. Maximum of two attacks per turn. Normal range based on unit.
-Volley skill allows ranged unit to hit three attacks per turn.
...and that's it from me for now.