by sigmazero13
buondiavolo wrote:
Thematically routed unity that still give strenght is not very realistic.
This argument holds no water. Thematically, there are LOTS of things that aren't very realistic with the combat mechanics. It's a very abstract system.
If you return to the original Battlemist combat mechanics you'll see that was not abstract,but very close to a rela medieval battle. Archers battle before cavalry that kill enemy different form archers.
Cavalry that kill hard overall cavalry, and in the final the fantery.
Runewars changed this and put more variety (and magic) with the orbs.
But in Battlemist there were a battle where one wins or for killing all enemy units or for demoralize them.
Runewars changed this,permitting after a full round to decide the winner on the strenght of standing units.
I disagree; Battlemist was just as abstract, just in a different way. The order may have had more ties to medieval warfare, but in the end it was still a very abstract battle system.
DAQAN
The Dakan archer special ability remember the old tradition: however sometimes could be more useful be able to choose to kill one one-point enemy that has still to fire than to a tank.
Bowman – Unaffected
The Dakan archer special ability remember the old tradition: however sometimes could be more useful be able to choose to kill one one-point enemy that has still to fire than to a tank.
You don't choose where to apply damage either way. The opponent does (unless an ability says otherwise, like the Latari ability). Thus, applying just one damage that doesn't have to be applied to a bigger unit doesn't mean the opponent won't just apply it there anyway. The Archers get really no benefit; if there is any benefit to the new orb option, it would be that the OPPONENT gets more options, which makes them stronger.
Footman – Unaffected
Novice Wizard - Greatly strengthened, go from being a support unit to a decent damage dealer. (I can't see using their innate ability very often anymore, as dealing damage is almost always better than forcing a card discard)
Novice Wizard - Greatly strengthened, go from being a support unit to a decent damage dealer. (I can't see using their innate ability very often anymore, as dealing damage is almost always better than forcing a card discard)
So this is better for a good units :arrrh:
I don't think it's better to make some units arbitrarily stronger, especially units that I don't think were MEANT to be big damage dealers.
LATARI
For example if your enemy is all the same unit or if the tank need just one point to kill it...
Archer - Unaffected
Sorceress - Mostly Unaffected (retreating someone out of battle is going to ALWAYS be stronger than just one damage, unless you are really bent on killing a unit)
Sorceress - Mostly Unaffected (retreating someone out of battle is going to ALWAYS be stronger than just one damage, unless you are really bent on killing a unit)
For example if your enemy is all the same unit or if the tank need just one point to kill it...
Hence the "mostly" - I don't think that's going to be a common situation.
Pegasus Rider - Mostly unaffected unless the opponent only has circle or hexagon units (for similar reasons as the Knight)
Thing that is not so uncommon,in fact it is a tactical move in battle against Pegasus to bring overall circles units
If the Latari are the defenders, perhaps. If the Latari are the attackers, they will choose better battles to fight. I still don't think they are going to use it very often. It's very rare to fight an all circle-and-hexagon army.
WAIQAR
Skeleton Archer - Unaffected, unless the opponent only has Hexagon units
Reanimate - Stronger with this change when alone, unaffected when with other reanimates.
Skeleton Archer - Unaffected, unless the opponent only has Hexagon units
Reanimate - Stronger with this change when alone, unaffected when with other reanimates.
Yes: if with other renimates they do two hits it is realistic that alone he does one hit
I disagree. The fact you need to seems to be a deliberate downside, because it's extremely easy to bring reanimates. Waiqar's power is significantly improved with this, and they are the race that probably needs it LEAST.
Necrrmancer - Stronger, especially when Waiqar has all reanimates on the board already.
Yes,but with the deployment cardt that bring 8 reanimate is no so unbalanced for evils races against good
Disagree. Even with more reanimates, I've seen the limit reached quite often.
Flesh ripper :insanely stronger if you permits one orb to bring to 3 life to all the Flesh ripper and the other orb of another to make one damage!
This is not a "good thing" in my opinion. It drastically changes their power, and I don't think its good.
NEUTRAL
Yes this is positive in my opinion: In Runewars the neutrals are just see as hindering and not has any respect for the majesty of Dragons and Giants.
Sorcerer - Stronger. Before, they were a support unit for absorbing damage, now they can also dish out a decent amount of damage.
Dragon - Stronger, especially if the enemy has no triangle units.
Giant - Slightly stronger (only if the present Giants have no damage)
Dragon - Stronger, especially if the enemy has no triangle units.
Giant - Slightly stronger (only if the present Giants have no damage)
Yes this is positive in my opinion: In Runewars the neutrals are just see as hindering and not has any respect for the majesty of Dragons and Giants.
I feel it's very negative. Neutrals are hinderances, but if you can recruit them, and mix them with your army, they become very powerful. I think players who see them as nuisances only are missing out on a big opportunity.
Of course, this is a variants forum, but the more I think about this rule option, the more I dislike it. It doesn't seem to fit with the intent of Runewars. This game isn't meant to be the big bloodfests, because it's a much "shorter" game (in terms of number of turns), and so having more army wipeouts would just make it more swingy for opponents.
However, I don't think you and I are going to see eye to eye on this, so I'll just bow out of this discussion. I can't see this being a fun or interesting variant because it changes the battle rules far too much for no apparent reason other than just wanting more bloody battles. It gives too much power to the races that don't need it (I don't think Uthuk are weak, especially with the expansion; Latari has been the weakest race in our games, with a very small win rate in dozens of games).
While Runewars was inspired by Battlemist, I don't think it is meant to be a clone or anything - it's a new game, and I think trying to pull too much Battlemist will cause the game to be degraded, not improved, because it wasn't designed to use those things.