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Author Topic: Outpost needs fixing?  (Read 2121 times)
Hannibal
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« Reply #15 on: May 06, 2010, 11:33:54 am »

Mess Hall: village of cowed serfs?  serves as food, slave labor, new zombies...
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Curufea
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« Reply #16 on: May 06, 2010, 08:22:24 pm »

It would be nice to have all the faction variants for the Kingdom buildings.  I've already made the cards after all Smiley
As I just need to add a bleed border to them, changing their titles at the same time is quite doable.
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im in ur boardz addin content
Hannibal
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« Reply #17 on: May 06, 2010, 11:32:51 pm »

So dragging the thread back to the original, idea, does anyone have any thoughts on the two proposals?

Quote
1)  After all Standing Orders have been issued, the player with the most Intelligence may erase X Standing Orders and replace them with new ones.  (X is the difference in the players' Intelligence levels).  Units that have pre-printed Standing Orders (i.e. "always on Close) cannot be affected.

2)  After all Standing Orders have been issued, the player with the most Intelligence may add or remove modifiers to X Standing Orders.  (X is the difference in the players' Intelligence levels). Units that have pre-printed Standing Orders (i.e. "always on Close) cannot be affected.

I think that if #1 is used, increase the cost of the Outpost to 3 gold.  If #2 is used, then leave the cost the same.  I think #1 is better, because if nothing else its simpler.

Anyone else have an idea to toss in the ring?
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gull2112
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« Reply #18 on: May 07, 2010, 07:48:25 pm »

Okay, thinking from the hip (which is pretty close to where my wife accuses me of thinking).
I suggest option one, where you can erase all of a standing order and replace it PLUS
intelligence equals outposts plus total number of skirmishers or (cav of move 6"+)Huh which would represent the results of superior scouting.
I want to show the advantage of having a scouting arm, but I am at a loss as to the best way to classify scout troops. My thinking here being that scouts and skirmishers real role was not so much while the battle was actually being fought, but in how the battle actually came to be fought where and with what. The balance I am looking for is one that rewards scouting superiority, but punishes too many scouts by hampering the actual fighting ability of the army. Having the number of scout type units effect the intelligence is a very clean way to do this and the only messy part is in defining who gets scout status.
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"Of course, the Goblin Bombchucker is always a solution."
http://gullsbattleground.blogspot.com/
Hannibal
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« Reply #19 on: May 13, 2010, 11:35:46 pm »

So I'm going to try this revised Outpost at Kublacon.  I figure between the 4-6 people I expect to get, that somebody will take one or two.  I'm going with option #1 but leaving the cost as is.
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