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Re: Elves Autoscout function overpowered

Posted: Fri Mar 05, 2021 11:40 am
by HaQ - Hakim al-Qadr
Do leadership units all have "Scout" movement?
Can they be "Blessed" and then move unlimited distance from the blessing to join a battle?

Re: Elves Autoscout function overpowered

Posted: Fri Mar 05, 2021 11:44 am
by DM Juan
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.

Re: Elves Autoscout function overpowered

Posted: Fri Mar 05, 2021 11:52 am
by DM Juan
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.

Re: Elves Autoscout function overpowered

Posted: Fri Mar 05, 2021 11:57 am
by TF - The Fortress
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.

Re: Elves Autoscout function overpowered

Posted: Fri Mar 05, 2021 12:01 pm
by AaH - Avicerra al Hamam
:lol: Ah there this little rule was hidden. So a lvl 2 castle in a lvl 3 province can have 5 units in garrison?

Re: Elves Autoscout function overpowered

Posted: Fri Mar 05, 2021 12:05 pm
by TF - The Fortress
Potentially more depending if there are fortified holdings as well.

Re: Elves Autoscout function overpowered

Posted: Fri Mar 05, 2021 12:06 pm
by YK - Yuri Khavlor
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.

Re: Elves Autoscout function overpowered

Posted: Fri Mar 05, 2021 12:29 pm
by DM Juan
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.

Re: Elves Autoscout function overpowered

Posted: Fri Mar 05, 2021 12:32 pm
by DM Juan
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).

Re: Elves Autoscout function overpowered

Posted: Fri Mar 05, 2021 12:35 pm
by AaH - Avicerra al Hamam
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.