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First tournament!

Lizardmen are actually quite decent. Swimming will help on a medium map (especially without exploration aid from magic spirits), and they have some of the strongest basic units for the price. Economy wise they're also okay, +10 growth is a significant bonus early game. Double cost settlers is a considerable down side, so they're more of a rush race. Losing out on advanced buildings isn't all that bad, just crank out more grunts instead.

Whereas smelly halflings are just cheating, pure and simple.
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Catwalk Wrote:Lizardmen are actually quite decent. Swimming will help on a medium map (especially without exploration aid from magic spirits), and they have some of the strongest basic units for the price. Economy wise they're also okay, +10 growth is a significant bonus early game. Double cost settlers is a considerable down side, so they're more of a rush race. Losing out on advanced buildings isn't all that bad, just crank out more grunts instead.

Problem with Lizardmen is that they develop too slowly.
And as it is, I've hardly used their swimming ability for explorers because I can't spare the food. So first I'm conquering the contentinent, and then it will be nice that I won't have to build ships.
--I like ILSe
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They develop quickly! Extra growth means a lot early on, and the building limitations don't hit you until quite some time into the game. I guess it sucks to explore at speed 1, but I'd still put out an explorer or two without too much delay. My klackons will meet you at the finish line!
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Catwalk Wrote:They develop quickly! Extra growth means a lot early on, and the building limitations don't hit you until quite some time into the game. I guess it sucks to explore at speed 1, but I'd still put out an explorer or two without too much delay. My klackons will meet you at the finish line!

Do you have a growth graph?
Or a plane dump with a year?
--I like ILSe
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Oh, just going on gut instinct. I did try to analyze progress rates for various races once, got mighty ambitious and I gave up :P I should make a spreadsheet for it sometime...
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In the final version of rules, you forget to mention:
Do we use Revolving Raiders and/or Nodes Gone Wild?
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I suggest the following rule change:
You must capture at least 3 cities of pop 5+ from a wizard before **Capturing** his fortress unless the fortress is the last city of the wizard.

I change the word "attacking" to "capturing". This mean you may attack fortress at any time, provided that you shall lose the battle.
The meaning of the battle may be to reduce the fortress size/buliding by raiding it.

This is especially useful when you think it is the last city of the wizard, but you are NOT SURE. You want to limit his development.
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Yep, we use revolting raiders and rampaging monsters.
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Recapture city:
example: lost a city to enemy, and then recapture it (5+ pop), does it count?
example: capture an enemy city (5+ pop), lost it, and the recapture it (5+ pop), does it count as 2 captures of 5+pop cities?

Two or more waves of battle to capture a city:
1st wave: 5 pop reduced to 3 pop
2nd wave: capture the city.
Does it count as a 3-pop city caputre, or 5-pop city capture?

Similarily, using global magic to reduce an enemy city from 5 to 3, and then capture it. Does it count?

Similarily, enemy wizard attack each other, and reduce a known enemy city from 5 to 3. Then I capture it. Does it count?

Also, please define the 5+pop: Is it the original city size, or the city size after battle (city size may shrink after battle)?

What say you?

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I don't really like this 3 pre-capture-city before fortress capture rule.
In median mass land, It is quite possible that a wizard own less than 4 big cities (5+pop including his fortress). I then can only attack all his other cities, and wait until I cast awareness, although I am almost sure it is his last city, when
I would prefer a rule like "Caputre all other cities of a wizard on the explored squares before you can capture his fortress".
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To answer CatWalk's question about my signing up for this tournament:
I would like to say yes. However, I don't have much time to play it recently.
I would say that I will download the game-save, but I can not guarentee when I can finish it.
I will pick my favorite race: Halfman.
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How about removing the 3-city restriction, but requiring the player to save the game before attacking a fortress, and allowing and forcing him to reload the save unless he either fully defeated (not just banished) the enemy wizard or lost all attacking units?
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