I consider this thread to be something of a "middle man"....a place for me to put official changes to the structure of the core rules before they make their way into the core rules document.....mostly, this is so I don't forget things (cos I am a scatterbrain sometimes), and it's also helpful for those following the development of the game to see how the ideas change and mutate with time and testing.
Having said all that, here goes:
1) Praetorians are overpowered!
Their cost needs to be increased to 18, and their stats changed to 4/12
Praetorians have no special abilities, and do not gain the benefits of increases to A/D due to technology.
*Note that this may still make Praetorians overpowered, and if so, then they ought to simply be cut from the game entire. The Council of Seven is quite strong even without this special unit, and the loss of it would not unhinge their game in any way.
2) Garrisons in Core Territories at game start.
In order to prevent early game "cheese ball" attacks on unguarded provincial borders in the first few turns of the game, core provinces should begin with 5 garrison units each. Garrisons cannot move, have a defense factor of 8, and each turn, one of the garrisons "retires" (simple counter that removes one per turn). In this way, each player has an equal window of opportunity to build and get their defenses up before the badguys come knocking in earnest.
-=Vel=-
Having said all that, here goes:
1) Praetorians are overpowered!
Their cost needs to be increased to 18, and their stats changed to 4/12
Praetorians have no special abilities, and do not gain the benefits of increases to A/D due to technology.
*Note that this may still make Praetorians overpowered, and if so, then they ought to simply be cut from the game entire. The Council of Seven is quite strong even without this special unit, and the loss of it would not unhinge their game in any way.
2) Garrisons in Core Territories at game start.
In order to prevent early game "cheese ball" attacks on unguarded provincial borders in the first few turns of the game, core provinces should begin with 5 garrison units each. Garrisons cannot move, have a defense factor of 8, and each turn, one of the garrisons "retires" (simple counter that removes one per turn). In this way, each player has an equal window of opportunity to build and get their defenses up before the badguys come knocking in earnest.
-=Vel=-

Indeed....those combat trials we ran were....

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