Janissari should get good odds vs phants though, why they need protection? Or is thisassuming that you have eaten few rounds of collareral first?
Completed: pb38, pb40, pb41, pb42, pb46 and pb49
Playing: pbem78
Playing: pbem78
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
[spoilers] Commodore takes Advanced Starting
|
Janissari should get good odds vs phants though, why they need protection? Or is thisassuming that you have eaten few rounds of collareral first?
Completed: pb38, pb40, pb41, pb42, pb46 and pb49
Playing: pbem78 (September 19th, 2020, 11:33)Hitru Wrote: Janissari should get good odds vs phants though, why they need protection? Or is thisassuming that you have eaten few rounds of collareral first? id assume collateral as well.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Always assume collateral. It's not a huge thing, just kind of a neat wrinkle.
Hey check it, hit the conqueror's plateau. My economy is currently strictly third-rate, despite all these very nice villages. Nothing to fix it but to get bigger. The first-rate sustained economies are actually Scooter and TBS, who has sprouted cothons all over. Protective is really excellent, and it scales remarkably well. Scooter for his part detoured for Banking...and I have to wonder, are half-priced bank maybe a little too much? Financial was plenty strong as it was, once Banking is hit it might be stronger? Maybe? I don't know how to properly rate Cornflakes' economy with his vast pile of wonders, gigantic cities, but real need for more room. Forget Scooter, even I will be able to outstrip him economically eventually with current land...so he's about to draft himself silly I'm sure. Muskets off of galleons are scary enough, muskets off East Indiamen are even worse. Complemented with cuirs...I'm very glad that Mr. Flakes is the problem of TBS and Scooter, not me yet.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
Quick mechanics check; the 10xp upgrade limit applies with great general attached units too, right? I'd like to slap a GG on a horse archer for the free upgrade but if I recall correctly, that does block me from pulling morale/mobility shenanigans with a 13xp knight, right?
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
As far as I can tell, units with an attached GG are not subject to the same rules with upgrades - they retain all their XP when upgraded.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya (September 20th, 2020, 14:41)sunrise089 Wrote: Units lose XP when upgrading?! Normally, they only keep 10xp max. I really want a 13xp GG knight for the ability to take Morale (+1 move), and, if needed Flanking I, II, Mobility (-1 terrain cost), but that might shift depending on what the fight shows us.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. (September 20th, 2020, 14:45)Commodore Wrote: Normally, they only keep 10xp max. I really want a 13xp GG knight for the ability to take Morale (+1 move), and, if needed Flanking I, II, Mobility (-1 terrain cost), but that might shift depending on what the fight shows us. Yeah, the 10xp max rule doesn't apply to units with a Great General attached. I've played a few SP games where I got GG units all the way up to 250+ XP, originally as axes and ending as mechanized infantry. (SP shenanigans, what can I say ...) (September 20th, 2020, 15:16)Dark Savant Wrote:Awesome, that's "Free Brigit the Shining" range. Thanks AT/DS.(September 20th, 2020, 14:45)Commodore Wrote: Normally, they only keep 10xp max. I really want a 13xp GG knight for the ability to take Morale (+1 move), and, if needed Flanking I, II, Mobility (-1 terrain cost), but that might shift depending on what the fight shows us. Bad news: Intended victim begins to mass-whip. Good news: ...while still playing a three-and-a-half minute turn.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
When is the GO-GO date?
Also, what is your take on the classic meal, Chili?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48. |