Scouts too good

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HaQ - Hakim al-Qadr
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Scouts too good

Post by HaQ - Hakim al-Qadr » Fri Aug 21, 2020 6:43 pm

Consider changing their movement to 1/2 movement cost for terrain (rounded down) rather than cost 1 move per province?
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AaH - Avicerra al Hamam
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Re: Scouts too good

Post by AaH - Avicerra al Hamam » Fri Aug 21, 2020 6:51 pm

Well scouts that have more movement than 1 I agree with you. The Karamhul Scouts have only move 1 not much running through terrain you can do with them :D

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TPK - The Pirates
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Re: Scouts too good

Post by TPK - The Pirates » Fri Aug 21, 2020 7:01 pm

Scouts do tend to lose against any other Tier 3 unit. The movement advantage allows for a rapid-mobing strike-forxe, but they will still fail most times against an equal sized T3 defense.

Additionally, even if movement for Scouts is reduced, we would need to look at Sidhe troop movement as well since they have the enhanced movement in Birthright.

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WM - The Waste Mage
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Re: Scouts too good

Post by WM - The Waste Mage » Fri Aug 21, 2020 7:06 pm

Trade routes too good. Consider halving their income generation. 😜

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DCT - Destiny Corben-Talas
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Re: Scouts too good

Post by DCT - Destiny Corben-Talas » Fri Aug 21, 2020 7:10 pm

Py - Pyroneous wrote:
Fri Aug 21, 2020 7:06 pm
Trade routes too good. Consider halving their income generation. 😜

Humans are too good. Consider cut them in half to balance it! :mrgreen: :mrgreen:
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TPK - The Pirates
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Re: Scouts too good

Post by TPK - The Pirates » Fri Aug 21, 2020 7:22 pm

Didn't they do that already? I mean where else did halflings come from...

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DCT - Destiny Corben-Talas
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Re: Scouts too good

Post by DCT - Destiny Corben-Talas » Fri Aug 21, 2020 7:34 pm

TPK - The Pirates wrote:
Fri Aug 21, 2020 7:22 pm
Didn't they do that already? I mean where else did halflings come from...
One day I will explain you about bees and flowers, my dear 8)
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HaQ - Hakim al-Qadr
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Re: Scouts too good

Post by HaQ - Hakim al-Qadr » Fri Aug 21, 2020 8:39 pm

I meant the "scout" trait on units. So Halflings/Sidhelien/Scouts. It seems vaguely abusive how different their movement is to Infantry. Granted along roads it's less glaring and as the game goes on the advantage of scouts will reduce - it just seems something we should consider in future games.
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TPK - The Pirates
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Re: Scouts too good

Post by TPK - The Pirates » Fri Aug 21, 2020 8:46 pm

While it's probably too tough to build in, having scouts for particular terrains would seem feasible. In their primary terrain, they retain the standard scout trait. In other terrains, 1/2 the movement cost or something.

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DCT - Destiny Corben-Talas
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Re: Scouts too good

Post by DCT - Destiny Corben-Talas » Sat Aug 22, 2020 5:48 am

Well, scouts have no real ingame reason for ignore terrain. Sidhelien have their feature (although to be honest, their horses does not share that feature), and Folk have teleport (and can include the mounts and even carts). So really, I would remove the scout movement ability from the normal beings, and make it only for sidhe and Folk as they have supernatural abilities for that. Normal troops have their advantages, and at least halfos pay for it with crappy melee. Sidhe even are some of the best units of the game. Not the same!.
In fact, Folk should have be able to ignore ZOC from other units. How can you stop or force to stop troops that walks in the ShadowLands?. In the handbook, the rate is around 1 hex (province?=) per hour!. Folk troops shall be the fastest troops by far in the game, to compensate the absolute crappy troops they have, along with no real advantage compared to other races (no special ability at hills, bad troops, missile capability ridiculous as is set to 1, no +1 as the sidhe having a similar in-game feature). The main argument is than nobody else gets Folk, but sidhe and half-elves are popular as hell for something.
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