![]() As history progressed, it got slightlt better due to better training, more organization but still, episodes of imperfect knowledge, overconfidence and unpredictability could be witnessed even as late as the Napoleonic wars. Often, orders could be poorly communicated, blatant mistakes were often made and routing of your army could happen at any moment. Historians like to add more drama to them than there really was. ![]() I don’t know if Ephraim has some sort of medieval dream for this game, but medieval battles weren’t that tactical either. outcome is generally known a priori because on infantry stats matter much more than positioning more difficulty to make plays (flanking is harder) slower gameplay (more people could micro while not being good) The meaning of my post was clear I’ll concede you that cavalry isn’t fantasy, but imagine shifting this game toward infantry play, it would have the following features: You should be punished for mindlessly going for the mount as people have been doing up until now because the cost was too low in comparison for the gain. Especially to the extent where one lapse in micro results in losing 2/3rds of your health to a On one hand foot specific lords need to be usable, but on the other players shouldn't' be actively punished for investing more in their lord's mount. "Its a good way to punish mounted lords" is a bad justification. Especially to the extent where one lapse in micro results in losing 2/3rds of your health to a <15 mana spell. Theres a damage sweet spot we can find thats more reasonable that 2/3rds of a lords health, not even spirit leach is that bad. I get we want missiles to be good, but there's a reason shems burning gaze got nerfed a while back. On the missile side of things: No low cost missile should do that much damage to a hero. Foot lords just cant kill enough infantry to justify their cost while being unable to lord or monster snipe (which is usually how melee lords recoup their cost anyways). I'm inclined to agree with Poc here, barring arty and very specific units like WW, most missiles are not that effective against a foot lord, especially if they are embedded in another unit. 2K A Total War Saga: Thrones of Britannia.846 A Total War Saga: Fall of the Samurai.You must designate targets before you check for spell resistance or roll damage. A single missile can strike only one creature. If you shoot multiple missiles, you can have them strike a single creature or several creatures. Inanimate objects are not damaged by the spell.įor every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. Specific parts of a creature can’t be singled out. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. apartĪ missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. Target: Up to five creatures, no two of which can be more than 15 ft. Saving Throw/ Spell Resistance: None / Yes
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