Elves Autoscout function overpowered

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HaQ - Hakim al-Qadr
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Re: Elves Autoscout function overpowered

Post by HaQ - Hakim al-Qadr » Fri Mar 05, 2021 11:40 am

Do leadership units all have "Scout" movement?
Can they be "Blessed" and then move unlimited distance from the blessing to join a battle?
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DM Juan
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Re: Elves Autoscout function overpowered

Post by DM Juan » Fri Mar 05, 2021 11:44 am

Leadership units have "scout" movement, and can move their movement (3) from location of bless, to a battle. If they are not subject to being "cast on" generally we have just assumed they can accompany an army to battle, no matter where it was. But I agree, that if they are being targeted for a spell in a specific location before battle, they need to actually be able to get to the battle afterwards.

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Re: Elves Autoscout function overpowered

Post by DM Juan » Fri Mar 05, 2021 11:52 am

Castles: Will be represented as a unit in combat. Can only be assaulted by Artillery or an opposed NWP Siegecraft check (modified by the castle level). A castle blocks all advancing units equal to the castle level + garrisoned units.
So you need to neutralize a castle, by leaving Castle+Garrison units in the province, before you can advance.

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TF - The Fortress
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Re: Elves Autoscout function overpowered

Post by TF - The Fortress » Fri Mar 05, 2021 11:57 am

So province 2 and a castle 1, could province levy for 3x levies and attacker would have to leave 3 units behind to move past.

Pretty effective.
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AaH - Avicerra al Hamam
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Re: Elves Autoscout function overpowered

Post by AaH - Avicerra al Hamam » Fri Mar 05, 2021 12:01 pm

:lol: Ah there this little rule was hidden. So a lvl 2 castle in a lvl 3 province can have 5 units in garrison?

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TF - The Fortress
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Re: Elves Autoscout function overpowered

Post by TF - The Fortress » Fri Mar 05, 2021 12:05 pm

Potentially more depending if there are fortified holdings as well.
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YK - Yuri Khavlor
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Re: Elves Autoscout function overpowered

Post by YK - Yuri Khavlor » Fri Mar 05, 2021 12:06 pm

MM - Maro Mithrilhand wrote:
Fri Mar 05, 2021 12:01 pm
:lol: Ah there this little rule was hidden. So a lvl 2 castle in a lvl 3 province can have 5 units in garrison?
That would be winter garrison.

If castles work like base game, A Castle 2 +2 units (max) would requires 4 attackers to neutralize/bypass. the 3 other defender units don't fit in that castle, and need to fight or flee.
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DM Juan
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Re: Elves Autoscout function overpowered

Post by DM Juan » Fri Mar 05, 2021 12:29 pm

AP is correct. A Castle can hold up to it's level of units, so castle 2 with 2 Infantry force 4 units to stop. You do not need to neutralize holding-forts, those simply protect the holdings from being driven down during occupation, and provide winter/summer garrison.

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Re: Elves Autoscout function overpowered

Post by DM Juan » Fri Mar 05, 2021 12:32 pm

Contingency abuse vs alliances.

I do not like that everyone are creating contingency loopholes around diplomacy.

A Defensive Alliance is required, for units raised to fight to defend another realm, in the same action as raised. Flagging units does not bypass this requirement.
You cannot enter someone's territory, without an alliance/defensive alliance/vassalage/free access agreement being formally arranged, unless you use a Declare War action.
Flagging units outside of a Defensive Alliance/Alliance/Vassalage arrangement requires a full diplomacy action by both parties (costing 1GB each).

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AaH - Avicerra al Hamam
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Re: Elves Autoscout function overpowered

Post by AaH - Avicerra al Hamam » Fri Mar 05, 2021 12:35 pm

RC - Riva wrote:
Fri Mar 05, 2021 10:18 am
You can build the defenses quickly. And you can stop an irregular flood if you invest wisely from the get go.

Fortification (6 GBs with appropriate NWPs).
Irregular (2 GBs each).

Turn 1 Fall
LT Action: Settle Province X to 0
Action 1: Settle Province X to 1
Action 2: Explore Y
Action 3: Explore Y
Shrine to level 1
Fortification in Province X to 1

Turn 2 Winter
LT Action: Train Troops (2x Irregulars)
Action 1: Settle Province Y to 0
Action 2: Settle Province Y to 1
Action 3: Create Holding Province X
Shrine to level 2
Fortification in Province Y to 1
Road Province X to Y

Turn 3 Spring
LT Action: Train Troops (2x Irregulars)
Action 1: Create Holding in X
Action 2: Explore Z
Action 2: Trade Route (if Guilder) or Realm Rule Holding
Shrine to level 2 or 3
Road Province X to Z
In the summer your upkeep will be 7 GB and if your manage administration (if you have a high wis) 5,25 GB. 2 lvl 1 guild holdings, 1 trade route and 2 lvl 1 provinces wont be enough income (average 3-4 GB income). So you will have to do adventures just to be able keep your irregulars. I dont think this is a viable strategy in case you have an agressive elf next to you. Also you wont suceed on all actions. I for example failed 1 action in each of first turns so far.

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