1. LTDave's remarks
Ok, so I've had a look at the unit creation s'sheet, and I'm pretty sure there's a definite bias towards lots of little units.
Yes, and this is intentional. A huge chunk of the system's cost rules is designed to ensure a rule of thumb: "the cost of a unit with 2*X Hits is at least as much as the cost of units with X Hits needed to guarantee
croaking the larger unit". The Autoheal rule of Erfworld would otherwise favour, as we all know, larger units.
It's also the cause of me raising the minimal Hits that a unit may have to 3 (and minimal for Scout to a whopping 5).
I've also looked at the combat calculator, and it looks like a team of 8 units with 6 attack are pretty much guaranteed to wipe out a unit of 8 units with 3 hits each. This might be the design, but it'll very much benefit the team that strikes first.
This is not too different from previous TBf<> games. Apart from the very first one, I think, where Attack was capped at Hits or something like that, and the random factor was at most 60%. More recent games have raised max-random to 100% and Attack to 2*Hits.
The one thing that's not the same, compared to more recent TBf<>s, is the maximum Defense of units- 4
, not 5. If you want Def-5 or more, you'd better use terrain bonuses. Or fortifications.
(EDIT: btw, in a delicate balancing act, there's a connection between max natural defense 4, max random 100%, max Attack 2*Hits, 2*X Hits being "less efficient" than X Hits and the cost formula as it stands now. Increase a unit's Defense above 4, for example, and magically the 2*X Hits may well become as efficient or more so.)
And PS, I'll fix the credits soon 2. "I'll stand around and watch"
Now, for a few turns probably, there will be no "public" status reports, because the two sides haven't yet met. But there's still PMs, assuming of course you keep mum and don't share what you may find out with anyone.3. Teams
So, three people have agreed among themselves to be a team. I think, since there were no protests from the others, that we can call that settled.
So the teams are:
Team A: Nihila
, thetobias4. The Game!
Tomorrow (Friday) I'll start a new thread for this battle. First post will contain links to the relevant docs, the map as I'll use it in later bookkeeping, story fluff. Subsequent posts will be game status updates, you posting units etc.
Remember, each of you can design 5 units. Keep one known only to your allies, but the other 4 will be made public in that other thread.
Each of you gets 5000 pop-points at the start, and each side will in subsequent turns get 6000 pop-points per turn, to share among allies as they see fit.
Your starting army needs to contain (at least) one Commander. You don't need to design a unit with Commander special; a unit can be popped as a Commander if you say so, and that unit gains the Commander special (it also costs that much more to pop), provided that unit has anywhere from 5 to 10 Hits. Since I doubt I'll be seeing many units with more than 10 Hits, that's probably not that restrictive.