Author Topic: Oathbound...a new idea  (Read 15695 times)

gornhorror

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Re: Oathbound...a new idea
« Reply #15 on: July 25, 2014, 04:07:37 PM »
We'll just have to see how these two factions rip though the competition and meet in the finals at tournaments.  Just like Rome and Carthage did, when I said that Pila was too good for the points. 

I'm sorry, but 8 hit dice with a army ability that allows you to get an additional 2 hit dice with SIX green boxes is stronger than the 270ish point total that the Foot companions have.   I see that unit causing rout checks on the first turn and not TAKING one until turn 4 or 5 of the engagement.  Then to make matters worse, it will have a +1 courage if inspiration is checked again and either a courage buff from a command card or a courage reroll with "We Few". 
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Hannibal

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Re: Oathbound...a new idea
« Reply #16 on: July 25, 2014, 04:44:47 PM »
Quote
I'm sorry, but 8 hit dice with a army ability that allows you to get an additional 2 hit dice with SIX green boxes is stronger than the 270ish point total that the Foot companions have.

Send those 10 dice up against Orc Spearmen and you'll do 1-2 damage.  The Foot Companions will win (because if you disregard their negatives they have a cost of over 300pts), but it'll take them 4 turns to do it on average.  Far from taking a check on the first turn.

Put the FCs against comparably priced HE Swordsmen, and the FCs lose.  Especially when you give the HE Swordsmen a Red command card to counteract the CA you just gave the FCs.  (And the HE Swordsmen end up costing 5% less in this situation)
« Last Edit: July 25, 2014, 04:48:12 PM by Hannibal »

gornhorror

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Re: Oathbound...a new idea
« Reply #17 on: July 27, 2014, 11:38:39 PM »
Here's an alternative that we came up with on Friday night when we played.

Oathbound:

Play Oathbound when one or more of your units need to take a courage check.

If played on only one unit, this unit gets +3 courage for the turn.

If played on two units, both units get +2 courage for the turn.

If played on more than two units, they all get +1 courage for the turn.

or this one that I just thought of:

Oathbound:

Play of one or more units that are making a courage check this turn.

Each unit may roll it's rout check at a +2 courage or automatically pass that rout check and get (-3) 0/0 on it's next attack.







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RushAss

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Re: Oathbound...a new idea
« Reply #18 on: July 28, 2014, 09:38:39 AM »
Oathbound:

Play Oathbound when one or more of your units need to take a courage check.

If played on only one unit, this unit gets +3 courage for the turn.

If played on two units, both units get +2 courage for the turn.

If played on more than two units, they all get +1 courage for the turn.

You know, we could just ride with this:

Play Oathbound during a courage phase.
If played on only one unit, this unit gets +3 courage for the turn.
If played on multiple units, both units get +2 courage for the turn.

So basically it's just 1 better when on a single unit and it's the same otherwise.
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gull2112

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Re: Oathbound...a new idea
« Reply #19 on: July 28, 2014, 10:24:43 PM »
This multiple unit discussion makes me think of a new ability for a faction. Some faction that functions better when its units are adjacent. Thinking of weak creatures like goblins that feel safer when not alone.
Keyword: Group. Any units that are adjacent to each other are part of a group. Certain Command Cards have the Group keyword and when played on a card effect all cards that are part of its group.

One of the faction cards could be one that if played simultaneously with any non-faction card gave it the group Keyword.
« Last Edit: July 28, 2014, 10:26:21 PM by gull2112 »
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Karasu

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Re: Oathbound...a new idea
« Reply #20 on: July 30, 2014, 05:38:31 AM »
Kind of like how Umenzi get bonuses from Leadership?

gornhorror

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Re: Oathbound...a new idea
« Reply #21 on: July 30, 2014, 01:24:39 PM »
Here's yet another few ideas. 

Oathbound:

Play during the movement and command phase:

This unit receives one extra-damage when charging or charged but passes all further courage/rout checks this engagement.

OR

Oathbound:

Play when one of your units fails a rout check.  Instead of routing this unit remains engaged and receives one extra damage during the post rout free attacks.

OR

Oathbound:

Choose one:

All of your units get +2 courage for the turn

One of your units gets +4 courage for the turn.


   

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gornhorror

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Re: Oathbound...a new idea
« Reply #22 on: August 19, 2014, 01:11:16 PM »
Just thought of another idea for Oathbound.

Play this card during the movement and command phase.  This unit passes all fear checks and gets (+1) +0/+0 for the turn.

Or

Play this card when one of your units routs.  This unit suffers the post rout attacks but does not disengage and does not change it's facing.
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Kevin

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Re: Oathbound...a new idea
« Reply #23 on: August 19, 2014, 02:11:52 PM »
However beautiful the strategy, you should occasionally look at the results. - Winston Churchill

gornhorror

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Re: Oathbound...a new idea
« Reply #24 on: August 19, 2014, 03:10:37 PM »


Yeah, yeah, yeah............I know.

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BubblePig

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Re: Oathbound...a new idea
« Reply #25 on: March 06, 2015, 03:34:59 PM »
Spinoff of this topic has been moved to Elves, Hill Giants, and more.

http://ymgforum.com/index.php/topic,10147.0.html

gornhorror

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Re: Oathbound...a new idea
« Reply #26 on: August 26, 2015, 09:22:19 PM »
Well, here is the latest incarnation of Oathbound.

I really like this one and I will be playing it this way for a while to see how it goes.

Oathbound:Play whenever one of your units fails a rout/courage check.   Re-roll the check at +2 courage.  If the second roll succeeds, mark off red box farthest to the right.  This damage cannot force another courage check.




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gull2112

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Re: Oathbound...a new idea
« Reply #27 on: August 26, 2015, 09:38:51 PM »
Just thought of another idea for Oathbound.

Play this card during the movement and command phase.  This unit passes all fear checks and gets (+1) +0/+0 for the turn.

Or

Play this card when one of your units routs.  This unit suffers the post rout attacks but does not disengage and does not change it's facing.
I am not familiar enough with Oathbound to grok the ramifications of this change, but I like the dynamic of marking off from the right. I was using this for poison damage in a faction I was working on. I like how it is not threatening unitl all of a sudden, POOF, your unit is gone.
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Kevin

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Re: Oathbound...a new idea
« Reply #28 on: August 26, 2015, 09:48:46 PM »
Seems a bit strong.  98% as effective as the excellent I Kill You Meself, but you're losing a red box rather than a red-or-yellow box.
However beautiful the strategy, you should occasionally look at the results. - Winston Churchill

RushAss

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Re: Oathbound...a new idea
« Reply #29 on: August 27, 2015, 09:43:04 AM »
Seems a bit strong.  98% as effective as the excellent I Kill You Meself, but you're losing a red box rather than a red-or-yellow box.
If that's the case, it could be fixed in one of 2 ways.

1 - Make the re roll at a +1 courage
2 - Forget about having to specifically mark off a red box, just make it damage like IKYM

So in essence, the card becomes like a combination of Cold Blooded and IKYM.
"You can never break the chain - There is never love without pain
A gentle hand, a secret touch on the heart
A healing hand, as secret touch on the heart"
-Rush, Secret Touch