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kemParticipant
Archers still doing weird stuff
kemParticipantTurn wasted for the hobo.
If disengage is rolled, than it should proceed with disengage and not engage back.
kemParticipantYeah, I see that he does a lot of mistakes, and unprepared for the fight, example is not stellar, but the point is still valid, imho.
Unfortunately I cannot test the fight vs 13-14 alps in a swamp (murky tiles) at night. If it is betable with acceptable degree of risk & TIME investment that is Great! And I’m happy to learn by try and error.
But I have a feeling that it may be a case of overtuning, when stuff is scaled to MAX.
Minimising spawn area around your bros, denying respawn by play with turn order combined with steady advance in block with a reach, +acc, and aoe weapons with finishing move of out-of-block charge & consolidation and/or throwing axes barrage to actually kill alps is a winning strategy
but
*it is severely limited by the
high Mdef of the fiends
*100% hit chance, preventing uncleared advance
*terrain, that may stall your advance by denying hits on fiends and extra FAT.
Combination of these factors may tip the scales of battle to “always lose” position.Forests & mountains are advantageous terrain in this fight but swamp may become really messy.
And “don’t fight alps in a marsh” scenario is possible, but not welcome, really.
*I hope alps are still pierce resistant, as just mandane turkey-shoot is not fun.
kemParticipantAt the moment shrats are OP in AI vs AI combat, as some enemies flat out incapable in dealing with shrat’s sole gimmick – damage reduction with a shield UP or AI does not prioritise split shield enough or does not exploit its own gimmick well enough.
What I suggest (AI + balance):
1) Make a “split shield” a priority №1 if able to inflict it on a shrat. (Throwing spears, longaxes, non-axe split shields included)
2) Make surrounding a shrat a higher priority than a simple “engage”
3) Make ghosts less suicidal against shrats or unholds. They SHOULD NOT charge ahead of the meatshields. Ideally take into account possible lines of attack for shrat and repositioning if in immediate danger (less than 3 tiles from the enemy, as 3 tiles range for a gheist is crucial in killing unholds and avoiding split skill) as they need to do double toss to reach melee with a gheist, wich is forbidden to them (as it seems).
4) Make shrat’s attack pearcing type, as legion does not have a counter except a crypt cleaver or a priest. At least legion will have more time to roll for fearsome checks. OR pilums for a legion?
5) Allow for more axes on noble shield infantry, possible longaxes on billmen.kemParticipantGhost does not reveal itself after using “Horrific Scream”
kemParticipantI think this happens every time, when on “raid caravan” mission from the noble house.
kemParticipant
kemParticipantWell, I guess militia is expected to cower a little bit and hide behind/keep formation with the steel clad battle-hardened veterans instead of chagrin the immortal legion while brandishing wooden sticks, don’t you think?
kemParticipantWeird stuff
kemParticipantsame battle, footman attempts to flee at round 13.
Attachments:
kemParticipantkemParticipant–
kemParticipantHello, it is broken. Log attached. take a look at Round 12 at 11:16:23.
It has just started, Rambert started this turn in the bush and did’n’have the chance to act this turn.
Rambert is being targeted & shot by the archers.
Same, but earlier
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kemParticipantAnd why is Huge is +10% and tiny is -15% with the same associated bonuses/drawbacks.
kemParticipant -
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