Beron
Sergeant
I want to report an unbalancement in the game rules (strategic map / movement rules).
I have looked at the battle Adorno vs Murthag and seen that the troops quality and numbers of Murthag+Ballista is quite few, I think 2k or 3k.
Ballista confirmed me that it is 3k what they invested in battle.
Strategically, is a "fence" attack: the britons moved early, blocked our tokens and invested then only very little money in the attacks.
My opinion is that this is an exploit of the game rules. ( please note, I am not saying it is unfair, given the desperate situation of the britons really, is about balancing of the game rules)
The weakest point (from the game rules point of view) is that one side provoke a battle, engage the enemy with almost no money, risking nothing (if they lose they don't lose a province) and provoke a larger damage to the enemy which has to invest enough money to protect his land.
In other words, the defender wins a battle, but looses more troops of the attacker!
This needs to be fixed, imho.
Another problem i see, is the "we must move before the enemy" problem. Isn't in the roll20 a list with initiative ranking? does that still works? how can we set who is moving first?
I think one should still be allowed to make his turn movement, even after he had to defend his province in the same turn! other opinions?
Greetings, Beron
I have looked at the battle Adorno vs Murthag and seen that the troops quality and numbers of Murthag+Ballista is quite few, I think 2k or 3k.
Ballista confirmed me that it is 3k what they invested in battle.
Strategically, is a "fence" attack: the britons moved early, blocked our tokens and invested then only very little money in the attacks.
My opinion is that this is an exploit of the game rules. ( please note, I am not saying it is unfair, given the desperate situation of the britons really, is about balancing of the game rules)
The weakest point (from the game rules point of view) is that one side provoke a battle, engage the enemy with almost no money, risking nothing (if they lose they don't lose a province) and provoke a larger damage to the enemy which has to invest enough money to protect his land.
In other words, the defender wins a battle, but looses more troops of the attacker!
This needs to be fixed, imho.
Another problem i see, is the "we must move before the enemy" problem. Isn't in the roll20 a list with initiative ranking? does that still works? how can we set who is moving first?
I think one should still be allowed to make his turn movement, even after he had to defend his province in the same turn! other opinions?
Greetings, Beron